// Use this for initialization void Start() { // Cache the input director inputDirector = InputDirector.Get(); // Set the start time startTime = Time.time; }
// Use this for initialization void Awake() { inputDirector = InputDirector.Get(); server = Server.Get(); }
// Use this for initialization void Start() { playerList = new Dictionary<string, PlayerAttributes>(); bannedIPAddresses = new Dictionary<string, bool>(); inputDirector = GetComponent<InputDirector>(); }
/// <summary> /// This message is sent by the Client component in the InputDirector object after the level has been /// loaded and all communications with the network game channels have been restored. This is code that /// should NOT be occurring in Start() because network communications would still be down at that time. /// </summary> void OnNetworkLoadedLevel() { // First off, get our input director. This is in a separate object. inputDirector = InputDirector.Get(); // In a network game, the server set up its instance of the rules, and starts its game here. // The client will wait from a buffered message from the server with the game rules enumeration. // Then it will start its game. if (inputDirector.IsHosting()) { Debug.Log("Game is hot."); string gameRules = ConfigurationDirector.GetGameRules(); // Inform the server and the clients of the game rules. It's important to do it now before // any other buffered messages (like spawning AI cycles) happens, or else unpredictable things // can happen. inputDirector.BroadcastBufferedCommand("OnDefineGameRules", gameRules); } }