void Start() { cameraSize = bgHeight / 200.0f; Camera.main.orthographicSize = cameraSize; forceFactor = forceMax / arrowMaxLen; // 连接服务器,加入游戏 client = gameObject.GetComponent <ClientScript> (); if (client == null) { // TODO: 处理错误 } client.Connect(serverAddr, serverPort); if (-1 == client.sendJoin()) { // TODO: 处理发送JOIN错误 } // Slave加入游戏后发送OK给master if (!client.isMaster()) { Debug.Log("this client is slave"); client.sendOK(); } //debugStr = "waiting for player ..."; gameStatus = ST_WAIT; // 保存常用的GameObject // 保存actors playerActors = new GameObject[3]; enemyActors = new GameObject[3]; for (int i = 0; i < 3; i++) { GameObject obj; obj = GameObject.Find("ball" + (i + 1)); Debug.Assert(obj != null); playerActors[i] = obj; obj.SetActive(false); obj = GameObject.Find("enemy" + (i + 1)); Debug.Assert(obj != null); enemyActors[i] = obj; obj.SetActive(false); } // 指向箭头 arrowPlayer = GameObject.Find("arrowPlayer"); arrowPlayer.SetActive(false); arrowEnemy = GameObject.Find("arrowEnemy"); arrowEnemy.SetActive(false); //isSyncing = true; isOperating = false; isWaiting = true; fixedUpdateLoopCounter = 0; return; }
void Start() { cameraSize = bgHeight / 200.0f; Camera.main.orthographicSize = cameraSize; forceFactor = forceMax / arrowMaxLen; // 连接服务器,加入游戏 client = gameObject.GetComponent<ClientScript> (); if (client == null) { // TODO: 处理错误 } client.Connect (serverAddr, serverPort); if (-1 == client.sendJoin ()) { // TODO: 处理发送JOIN错误 } // Slave加入游戏后发送OK给master if (!client.isMaster ()) { Debug.Log ("this client is slave"); client.sendOK(); } //debugStr = "waiting for player ..."; gameStatus = ST_WAIT; // 保存常用的GameObject // 保存actors playerActors = new GameObject[3]; enemyActors = new GameObject[3]; for (int i = 0; i < 3; i++) { GameObject obj; obj = GameObject.Find("ball" + (i+1)); Debug.Assert(obj != null); playerActors[i] = obj; obj.SetActive(false); obj = GameObject.Find("enemy" + (i+1)); Debug.Assert(obj != null); enemyActors[i] = obj; obj.SetActive(false); } // 指向箭头 arrowPlayer = GameObject.Find ("arrowPlayer"); arrowPlayer.SetActive (false); arrowEnemy = GameObject.Find ("arrowEnemy"); arrowEnemy.SetActive (false); //isSyncing = true; isOperating = false; isWaiting = true; fixedUpdateLoopCounter = 0; return; }