// Start is called before the first frame update void Start() { //화면 셋팅 구문(꼭 필요한건 지는 모르겠다. 추후 조사 필요) //Screen.SetResolution(Screen.width, Screen.width, true); m_InfoManager = GameObject.Find("InfoManager").GetComponent <SC_InfoManager>(); }
void Init() { //InfoManager 가져온다. m_InfoManager = GameObject.Find("InfoManager").GetComponent <SC_InfoManager>(); //싱글플레이 if (m_InfoManager.m_client == null) { m_isMultiPlay = false; } //멀티플레이 else { m_isMultiPlay = true; } //맵 몇번 맵인지 받아온다. m_mapassetName = m_InfoManager.m_mapName; //맵 못받아오면 에러 처리한다. if (m_mapassetName == "null") { Debug.LogError("Error : map is not setting!"); return; } //====================================================================================시분초 초기화 m_second = 0; m_minuate = 0; m_millisecond = 0.0f; m_lapsecond = 0; m_lapminuate = 0; m_lapmillisecond = 0.0f; //==================================================================================== //====================================================================================바퀴수 셋팅 m_nowAroundNumber = 0; m_maxAroundNumber = 1; m_around.text = m_nowAroundNumber.ToString(); m_maxaround.text = m_maxAroundNumber.ToString(); //==================================================================================== m_spawnIndex = 0; //시네마틱 카메라가 나오기 때문에, 아직 플레이 하면 안된다. m_isPlay = false; m_FPS30 = FPS30(); m_isFPS30Play = false; m_SecondsToGameOver = SecondsToGameOver(); m_isSecondsToGameOverPlaying = false; }
private void OnEnable() { m_isDisableByGame = false; m_InfoManager = GameObject.Find("InfoManager").GetComponent <SC_InfoManager>(); m_messageList = MessageQueue.GetInstance; //방목록을 담을 스크롤뷰를 가져온다. 방이 추가되면 맨밑으로 셋팅하기위해서 가져온다. //m_scroll_RoomList = transform.Find("Scroll View_RoomList").gameObject.GetComponent<ScrollRect>(); //방이 생성될 부모 오브젝트 //m_prefabRoomListContent_Parent = transform.Find("Scroll View_RoomList").Find("Viewport").Find("Content").gameObject; //============================================================================레이싱게임 서버에 접속한다. 대기방에 접속한다. String IP = "49.247.131.35"; // 접속 할 서버 아이피를 입력 int port = 8888; // 포트 m_client = new TcpClient(); m_client.Connect(IP, port); m_clientStream = m_client.GetStream(); m_isConnected = true; ReceiveThread = new Thread(new ThreadStart(Receive)); ReceiveThread.Start(); Debug.Log("[ 49.247.131.35 서버 접속 ]"); //============================================================================처음 접속했을때 필요한 메세지를 보낸다. //NICKNAME:유저닉네임/차AssetName/바퀴AssetName/날개AssetName C2S_SendMessage("NICKNAME:" + m_InfoManager.m_nickname + "/" + m_InfoManager.m_carAssetName + "/" + m_InfoManager.m_wheelAssetName + "/" + m_InfoManager.m_wingAssetName); //방목록을 받는다. C2S_SendMessage("ROOMLISTSHOW:"); //============================================================================ m_nickName = m_InfoManager.m_nickname; //============================================================================인게임에 넘어갈때 가지고 갈 네트워크 자원 넘겨준다. m_InfoManager.m_client = m_client; m_InfoManager.m_clientStream = m_clientStream; }
private void Start() { m_InfoManager = GameObject.Find("InfoManager").GetComponent <SC_InfoManager>(); m_mapList = new List <C_map>(); m_rankList = new List <GameObject>(); StartCoroutine(S2C_MapData()); m_mapIndex = 0; m_mapPrefab = Instantiate(Resources.Load("Map/" + m_mapIndex.ToString()), new Vector3(0, 0, 0), Quaternion.identity) as GameObject; StartCoroutine(S2C_RankList(m_mapIndex)); }
// Start is called before the first frame update void Start() { m_InfoManager = GameObject.Find("InfoManager").GetComponent <SC_InfoManager>(); m_messageList = MessageQueue.GetInstance; if (m_InfoManager.m_client == null || m_InfoManager.m_clientStream == null) { Debug.LogError("소켓 연결 실패!"); return; } m_client = m_InfoManager.m_client; m_clientStream = m_InfoManager.m_clientStream; m_isConnected = true; m_Thread_Receive = new Thread(new ThreadStart(ReceiveThreading)); m_Thread_Receive.Start(); }
// Start is called before the first frame update void Start() { m_InfoManager = GameObject.Find("InfoManager").GetComponent <SC_InfoManager>(); StartCoroutine(this.S2C_WingList_All()); }
////방목록->방만들기 버튼을 누르면 방만들기 팝업창이 생성된다. //public GameObject m_Popup_RoomMake; //public GameObject m_Popup_RoomMakeParent; ////방목록->방선택 버튼을 누르면 채팅방 팝업창이 생성된다. //public GameObject m_Popup_RoomChatting; //public GameObject m_Popup_RoomChattingParent; //============================================================================================================ // Start is called before the first frame update void Start() { m_InfoManager = GameObject.Find("InfoManager").GetComponent <SC_InfoManager>(); StartCoroutine(S2C_UserData()); }