// Use this for initialization
    void Start()
    {
        cvar_watcher = Server_watcher.Singleton;
        msg_watcher  = cvar_watcher.GetComponent <Message_board_watcher>();

        if (!isLocalPlayer)
        {
            state_update = Update_inGame;
            return;
        }

        cvar_watcher.local_player = this;
        GUI = Instantiate(GUI_template).GetComponent <GUI_manager>();
        GUI.cvar_watcher = cvar_watcher;
        GUI_template     = null;
        if (character_type == Body_generic.Character_type.Observer)
        {
            GUI.observer_healthbar.gameObject.SetActive(true);
            GetComponent <Observer_controller>().health_bar = GUI.observer_healthbar;
            GetComponent <Observer_controller>().debug_info = GUI.debug_info;
        }
        else
        {
            GetComponent <Player_controller>().debug_info = GUI.debug_info;
        }
        cvar_watcher.onClientReady.Add(GUI.OnClientReady);
        state_update = Update_waitingReady;
    }
    /// <summary>
    /// Started when all clients are ready, in game state
    /// </summary>
    void Update_inGame()
    {
        if (isLocalPlayer)
        {
            //Client interface
            latency_test();

            //Chat
            if (Input.GetKeyDown(toggleChat))
            {
                msg_watcher = FindObjectOfType <Message_board_watcher>();
                if (msg_watcher != null)//Start editing
                {
                    msg_watcher.Turnon_chat();
                }
            }

            if (Input.GetKeyDown(toggleScoreBoard))
            {
                GUI.scoreBoard.SetActive(true);
                GUI.scoreBoardUpdate();
            }
            else if (Input.GetKeyUp(toggleScoreBoard))
            {
                GUI.scoreBoard.SetActive(false);
            }
        }
    }
Exemple #3
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    // Use this for initialization
    void Start()
    {
        cvar_watcher = FindObjectOfType <Server_watcher>();//Need to register on all end cuz its required by timescale
        if (!isLocalPlayer)
        {
            return;
        }
        msg_watcher  = FindObjectOfType <Message_board_watcher>();
        obRB         = GetComponent <Rigidbody2D>();
        interpolator = GetComponent <Interpolator_generic>();
        GetComponent <SpriteRenderer>().enabled = true;
        mainCam     = Camera.main;
        main_camera = mainCam.transform;

        Destroy(main_camera.GetComponent <Fisheye>());
        Destroy(main_camera.GetComponent <ColorCorrectionCurves>());
        Destroy(main_camera.GetComponent <BlurOptimized>());
        Destroy(main_camera.GetComponent <ContrastStretch>());
        Destroy(main_camera.GetComponent <NoiseAndGrain>());
        Destroy(main_camera.GetComponent <VignetteAndChromaticAberration>());
        //debug_info = GameObject.Find("Debug_log").GetComponent<Text>();
        cam3D = GameObject.Find("Background3D_Camera").transform;
        Destroy(GameObject.Find("Darkness"));
        Destroy(GameObject.Find("Fade_view"));
        characters = FindObjectsOfType <Body_generic>();
        StartCoroutine(fetch_characters());
    }
Exemple #4
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 /*Unity functions*/
 //Initialization
 void Start()
 {
     Singleton                 = this;
     message_watcher           = GetComponent <Message_board_watcher>();
     lobbyManager              = FindObjectOfType <Prototype.NetworkLobby.LobbyManager>();
     onClientReady             = new List <Action>();
     lobbyManager.cvar_watcher = this;
     DontDestroyOnLoad(gameObject);
 }
Exemple #5
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 void Update()
 {
     if (Input.GetKeyDown(toggleChat))
     {
         Message_board_watcher msg_watcher = FindObjectOfType <Message_board_watcher>();
         if (msg_watcher != null) //Start editing
         {
             msg_watcher.Turnon_chat();
         }
     }
 }