StartFallbackSendAckThread() public static méthode

public static StartFallbackSendAckThread ( ) : void
Résultat void
 protected void Awake()
 {
     if (PhotonHandler.SP != null && PhotonHandler.SP != this && PhotonHandler.SP.gameObject != null)
     {
         Object.DestroyImmediate(PhotonHandler.SP.gameObject);
     }
     PhotonHandler.SP = this;
     Object.DontDestroyOnLoad(base.gameObject);
     this.updateInterval            = 1000 / PhotonNetwork.sendRate;
     this.updateIntervalOnSerialize = 1000 / PhotonNetwork.sendRateOnSerialize;
     PhotonHandler.StartFallbackSendAckThread();
 }
Exemple #2
0
 protected void Awake()
 {
     if (Object.op_Inequality((Object)PhotonHandler.SP, (Object)null) && Object.op_Inequality((Object)PhotonHandler.SP, (Object)this) && Object.op_Inequality((Object)((Component)PhotonHandler.SP).get_gameObject(), (Object)null))
     {
         Object.DestroyImmediate((Object)((Component)PhotonHandler.SP).get_gameObject());
     }
     PhotonHandler.SP = this;
     Object.DontDestroyOnLoad((Object)((Component)this).get_gameObject());
     this.updateInterval            = 1000 / PhotonNetwork.sendRate;
     this.updateIntervalOnSerialize = 1000 / PhotonNetwork.sendRateOnSerialize;
     PhotonHandler.StartFallbackSendAckThread();
 }
Exemple #3
0
 protected void Awake()
 {
     if (PhotonHandler.SP != null && PhotonHandler.SP != this && PhotonHandler.SP.gameObject != null)
     {
         UnityEngine.Object.DestroyImmediate(PhotonHandler.SP.gameObject);
     }
     PhotonHandler.SP = this;
     UnityEngine.Object.DontDestroyOnLoad(base.gameObject);
     this.updateInterval            = 1000 / PhotonNetwork.sendRate;
     this.updateIntervalOnSerialize = 1000 / PhotonNetwork.sendRateOnSerialize;
     PhotonHandler.StartFallbackSendAckThread();
     NetworkingPeer.RegisterEvent(PhotonNetworkingMessage.OnCreatedRoom, OnCreatedRoom);
     NetworkingPeer.RegisterEvent(PhotonNetworkingMessage.OnJoinedRoom, OnJoinedRoom);
 }
    protected void Awake()
    {
//		Debug.Log ("----------------"+pathXML);
        XmlDocument doc = new XmlDocument();

        if (!File.Exists(pathXML))
        {
            XmlElement rootElement = doc.CreateElement("YuanXml");
            doc.AppendChild(rootElement);
            doc.Save(pathXML);
        }
        else
        {
            doc.Load(pathXML);
        }


        XmlNode root = doc.SelectSingleNode("YuanXml");
        //XmlNode xn=root.SelectSingleNode ("SendTimes");
        XmlNode xn;

        GetXMLNode(doc, root, out xn, "SendTimes", "0.1");
        sendTimes = float.Parse(xn.InnerText);
        BtnGameManager.rpcSendTime = sendTimes;
        //xn=root.SelectSingleNode ("StremUp");
        GetXMLNode(doc, root, out xn, "StremUp", "yes");
        if (xn.InnerText == "yes")
        {
            isStremUp = true;
        }
        else if (xn.InnerText == "no")
        {
            isStremUp = false;
        }
        //xn=root.SelectSingleNode ("RPCUp");
        GetXMLNode(doc, root, out xn, "RPCUp", "yes");
        if (xn.InnerText == "yes")
        {
            isRPCUp = true;
        }
        else if (xn.InnerText == "no")
        {
            isRPCUp = false;
        }
        //xn=root.SelectSingleNode ("RomMaxPlayerNum");
        GetXMLNode(doc, root, out xn, "RomMaxPlayerNum", "25");
        BtnGameManager.roomPlayerNum = int.Parse(xn.InnerText);

        GetXMLNode(doc, root, out xn, "PublicSkillCD", "1");
        BtnGameManager.numPubSkillCD = int.Parse(xn.InnerText);

        GetXMLNode(doc, root, out xn, "SeviceMianCity", "0.33");

        BtnGameManager.numSeviceMianCity = float.Parse(xn.InnerText);

        GetXMLNode(doc, root, out xn, "SeviceDuplicate", "0.2");
        BtnGameManager.numSeviceDuplicate = float.Parse(xn.InnerText);

        GetXMLNode(doc, root, out xn, "SevicePVP", "0.1");
        BtnGameManager.numSevicePVP = float.Parse(xn.InnerText);

        GetXMLNode(doc, root, out xn, "johnSendTimes", "333");
        johnSendTimes = int.Parse(xn.InnerText);



        doc.Save(pathXML);

//		Debug.Log ("---------------------isRPCUp:"+isRPCUp);
        if (SP != null && SP != this && SP.gameObject != null)
        {
            GameObject.DestroyImmediate(SP.gameObject);
        }

        SP = this;
        DontDestroyOnLoad(this.gameObject);

        this.updateInterval            = 1000 / PhotonNetwork.sendRate;
        this.updateIntervalOnSerialize = 1000 / PhotonNetwork.sendRateOnSerialize;

        PhotonHandler.StartFallbackSendAckThread();
    }