// Use this for initialization void Start() { levelChoice = 0; image = gameObject.GetComponent <Image>(); RPCWrapper.RegisterMethod(UpdateColorWin); RPCWrapper.RegisterMethod(LoadWeaponLevel); }
public void ValidateButtonPressed() { RPCWrapper.RPC("TryLaunchingGame", RPCMode.Server); // Register LoadGame() in the RPC wrapper. RPCWrapper.RegisterMethod(LoadGame); }
void Start() { RPCWrapper.RegisterMethod(UpdateRoll); RPCWrapper.RegisterMethod(JumpPlayer); GetReferenceToPlayer(); GetReferenceToWorld(); }
private void Start() { // Get the image component. imageComponent = gameObject.GetComponent <SpriteRenderer>(); // Register in the RPC wrapper. RPCWrapper.RegisterMethod(SetTargetActive); // In the doubt. Note that the aiming manager will call this method as soon as it begins. SetTargetActive(false); }
private void Start() { if (target == null) { Debug.LogError(GetType().Name + " : The field 'target' is empty"); } if (bulletPrefab == null) { Debug.LogError(GetType().Name + " : The field 'bullet' is empty"); } RPCWrapper.RegisterMethod(ShootButtonPressed); }
private void Start() { // Register UpdateTarget() in the RPC wrapper. RPCWrapper.RegisterMethod(UpdateTarget); }
// Use this for initialization void Start() { RPCWrapper.RegisterMethod(UpdateCamera); }
void Start() { RPCWrapper.RegisterMethod(OnButtonPressedWin); }
void Start() { // Register TryLaunchingGame() in the RPC wrapper. RPCWrapper.RegisterMethod(TryLaunchingGame); }
private void Start() { // Server tells clients when to load next phase. RPCWrapper.RegisterMethod(LoadNextPhase); RPCWrapper.RegisterMethod(LoadScoreScene); }