private void Awake() { transitioner = GetComponent <Transitioner>(); mainTrans = mainCanvas.GetComponent <Transitionable>(); connectTrans = connectCanvas.GetComponent <Transitionable>(); onLobbyErrorListener = new Action <IEventParam>( (e) => { connectText.text = "Error: " + ((StringParam)e).val; errorConfirmButton.gameObject.SetActive(true); }); onTryConnectListener = new Action <IEventParam>( (e) => { IpParam p = (IpParam)e; connectText.text = (p.host) ? "Hosting match" : "Connecting to " + p.ip; }); onTryConnectTimeoutListener = new Action <IEventParam>( (e) => { BoolParam p = (BoolParam)e; connectText.text = "Failed to Connect"; errorConfirmButton.gameObject.SetActive(true); }); connectListener = new Action <IEventParam>( (e) => { connectText.text = "Starting match..."; EventManager.Instance.Raise("request-scene", new IntParam(2)); }); }
protected override void Awake() { base.Awake(); // Initialize members MessageQueue = new Queue <Message>(); Net = gameObject.AddComponent <NetSocketManager>(); Net.Init(new MessageSerializer(this)); // Initialize listeners tryConnectListener = new Action <IEventParam>( (e) => { IpParam p = (IpParam)e; Net.Hosting = p.host; Net.remoteIp = p.ip; Net.remotePort = p.port; Net.Listen(); //Debug.Log("Try connect as " + (p.host ? "host" : "client")); }); tryConnectTimeoutListener = new Action <IEventParam>( (e) => { Net.OnDisconnect(); Net.StopListening(); }); }