void Start () { left = Screen.width / 9; top = Screen.height / 9; width = 400f; height = 400f; asl = GameObject.Find("ASL").GetComponent<ASL>(); anotherPlayer = GameObject.Find("AnotherPlayer").GetComponent<AnotherPlayer>(); child = GameObject.Find("Child").GetComponent<Child>(); }
void Start() { left = Screen.width / 9; top = Screen.height / 9; width = 400f; height = 400f; asl = GameObject.Find("ASL").GetComponent <ASL>(); anotherPlayer = GameObject.Find("AnotherPlayer").GetComponent <AnotherPlayer>(); child = GameObject.Find("Child").GetComponent <Child>(); }
IEnumerator server_function() { while (true) { Server.Send("31"); yield return(new WaitForSeconds(0.5f)); Server.Send("32"); yield return(new WaitForSeconds(0.5f)); Server.Send("33"); yield return(new WaitForSeconds(0.5f)); // Server.Send ("23"); try{ if (State.PosX != -1 && State.PosZ != -1 && State.mainPlayerStatus == false) { PlayerGameObject = (GameObject)Instantiate(Player, new Vector3(State.PosX, 1.5f, State.PosZ), Player.transform.rotation); PlayerGameObject.name = State.PlayerName; State.PlayerGameObject = PlayerGameObject; State.mainPlayerStatus = true; GameObject joyG = (GameObject)Instantiate(joy, joy.transform.position, joy.transform.rotation); State.joy = joyG; } if (State.mainPlayerStatus == true) { Server.Send("41" + State.PosX + "," + State.PosZ); } foreach (string HouseIDKey in State.HouseList.Keys) { if (State.HouseID.ContainsKey(HouseIDKey)) { if (!State.HouseStatus[HouseIDKey]) { BuildNow = (Rigidbody)Instantiate(build[State.HouseKind[HouseIDKey]], new Vector3(State.HousePositionX[HouseIDKey], 0, State.HousePositionZ[HouseIDKey]), build[State.HouseKind[HouseIDKey]].transform.rotation); build thisBuild = BuildNow.gameObject.GetComponent <build>(); State.HouseGameObject.Add(HouseIDKey, BuildNow.gameObject); thisBuild.HouseID = State.HouseID[HouseIDKey]; thisBuild.PlayerID = State.HousePlayerID[HouseIDKey]; thisBuild.gameObject.name = State.HouseID[HouseIDKey]; thisBuild.kind = State.HouseKind[HouseIDKey]; thisBuild.HouseLevel = State.HouseLevel[HouseIDKey]; thisBuild.HP = State.HouseHP[HouseIDKey]; thisBuild.MaxHP = State.HouseMaxHP[HouseIDKey]; thisBuild.status = State.HouseStatusNow[HouseIDKey]; if (State.HousePlayerID [HouseIDKey] != State.PlayerName) { BuildNow.gameObject.tag = "Enemy"; } if (State.HouseKind[HouseIDKey] == 0) { Destroy(BuildNow.gameObject.transform.FindChild("HomePlane").gameObject); BuildNow.gameObject.collider.enabled = true; } State.HouseStatus[HouseIDKey] = true; continue; } State.HouseUpdate[HouseIDKey]--; build buildNow = State.HouseGameObject[HouseIDKey].GetComponent <build>(); if (buildNow.status == 2 || buildNow.status == 3 || buildNow.status == 4) { if (State.HouseStatusNow[HouseIDKey] == 1) { Vector3 Pos = new Vector3(State.HousePositionX[HouseIDKey], 4f, State.HousePositionZ[HouseIDKey]); GameObject BombAnimateNow = (GameObject)Instantiate(BigBomb, Pos, BigBomb.transform.rotation); Destroy(BombAnimateNow, 2); } } if (State.HouseStatusNow[HouseIDKey] == 6) { Vector3 Pos = new Vector3(State.HousePositionX[HouseIDKey], 4f, State.HousePositionZ[HouseIDKey]); GameObject BombAnimateNow = (GameObject)Instantiate(BigBomb, Pos, BigBomb.transform.rotation); Destroy(BombAnimateNow, 2); Server.Send("58" + HouseIDKey + "," + (-1 * buildNow.HP)); } if (State.HouseHP[HouseIDKey] <= 0) { Server.Send("57" + HouseIDKey); destroyThisHouse(HouseIDKey); break; } if (State.HouseUpdate[HouseIDKey] <= 0) { print("error15"); destroyThisHouse(HouseIDKey); continue; } if (buildNow.kind != State.HouseKind[HouseIDKey]) { print("error10"); Destroy(State.HouseGameObject[HouseIDKey]); State.PlayerGameObject.GetComponent <Player>().click = false; if (State.HousePlayerID[HouseIDKey] != State.PlayerName) { Vector3 Pos = new Vector3(State.HousePositionX[HouseIDKey] - 1, 5f, State.HousePositionZ[HouseIDKey] + 1); GameObject animateNow = (GameObject)Instantiate(Building, Pos, Building.transform.rotation); Pos = new Vector3(State.HousePositionX[HouseIDKey], 4f, State.HousePositionZ[HouseIDKey]); GameObject SomkeNow = (GameObject)Instantiate(Smoke, Pos, Building.transform.rotation); Pos = new Vector3(State.HousePositionX[HouseIDKey], 4.1f, State.HousePositionZ[HouseIDKey]); GameObject SmokeAnimateNow = (GameObject)Instantiate(SmokeAnimation, Pos, Building.transform.rotation); Destroy(animateNow, 5); Destroy(SomkeNow, 5); Destroy(SmokeAnimateNow, 5); } BuildNow = (Rigidbody)Instantiate(build[State.HouseKind[HouseIDKey]], new Vector3(State.HousePositionX[HouseIDKey], 0, State.HousePositionZ[HouseIDKey]), build[State.HouseKind[HouseIDKey]].transform.rotation); build thisBuild = BuildNow.gameObject.GetComponent <build>(); State.HouseGameObject[HouseIDKey] = BuildNow.gameObject; thisBuild.HouseID = State.HouseID[HouseIDKey]; thisBuild.PlayerID = State.HousePlayerID[HouseIDKey]; thisBuild.gameObject.name = State.HouseID[HouseIDKey]; thisBuild.kind = State.HouseKind[HouseIDKey]; thisBuild.HouseLevel = State.HouseLevel[HouseIDKey]; thisBuild.HP = State.HouseHP[HouseIDKey]; thisBuild.MaxHP = State.HouseMaxHP[HouseIDKey]; if (State.HousePlayerID [HouseIDKey] != State.PlayerName) { BuildNow.gameObject.tag = "Enemy"; } //destroyThisHouse(HouseIDKey); print("error11"); continue; } if (buildNow.HP > State.HouseHP[HouseIDKey]) { Vector3 Pos = new Vector3(State.HousePositionX[HouseIDKey], 4f, State.HousePositionZ[HouseIDKey]); GameObject SomkeNow = (GameObject)Instantiate(Smoke, Pos, Building.transform.rotation); Pos = new Vector3(State.HousePositionX[HouseIDKey], 4.1f, State.HousePositionZ[HouseIDKey]); GameObject SmokeAnimateNow = (GameObject)Instantiate(SmokeAnimation, Pos, Building.transform.rotation); Pos = new Vector3(State.HousePositionX[HouseIDKey], 4.2f, State.HousePositionZ[HouseIDKey]); GameObject BombAnimateNow = (GameObject)Instantiate(BombAnimation, Pos, Building.transform.rotation); Destroy(SomkeNow, 3); Destroy(SmokeAnimateNow, 3); Destroy(BombAnimateNow, 3); } if (State.HousePlayerID [HouseIDKey] == State.PlayerName && buildNow.kind == 1 && buildNow.HouseLevel >= 2) { if (Math.Abs(State.PosX - buildNow.transform.position.x) < Math.Abs(State.housePosX) && Math.Abs(State.PosZ - buildNow.transform.position.z) < Math.Abs(State.housePosZ)) { State.housePosX = buildNow.transform.position.x; State.housePosZ = buildNow.transform.position.z; } //State.house=BuildNow.gameObject; } buildNow.kind = State.HouseKind[HouseIDKey]; buildNow.HouseLevel = State.HouseLevel[HouseIDKey]; buildNow.HP = State.HouseHP[HouseIDKey]; buildNow.MaxHP = State.HouseMaxHP[HouseIDKey]; buildNow.status = State.HouseStatusNow[HouseIDKey]; } //if containkey } //house Foreach foreach (string PlayerIDKey in State.AnotherPlayerList.Keys) { if (State.PlayerID.ContainsKey(PlayerIDKey)) { if (!State.PlayerStatus[PlayerIDKey]) { AnotherPlayerNow = (Rigidbody)Instantiate(AnotherPlayer, new Vector3(State.PlayerPositionX[PlayerIDKey], 0, State.PlayerPositionZ[PlayerIDKey]), AnotherPlayer.transform.rotation); AnotherPlayer thisPlayer = AnotherPlayerNow.gameObject.GetComponent <AnotherPlayer>(); State.AnotherPlayerGameObject.Add(PlayerIDKey, AnotherPlayerNow.gameObject); thisPlayer.PlayerID = State.PlayerID[PlayerIDKey]; State.PlayerStatus[PlayerIDKey] = true; } State.PlayerUpdate[PlayerIDKey]--; if (State.PlayerUpdate[PlayerIDKey] <= 0) { destroyThisPlayer(PlayerIDKey); continue; } } //if containkey } //Player foreach foreach (string SourceIDKey in State.SourceList.Keys) { if (State.SourceID.ContainsKey(SourceIDKey)) { if (!State.SourceStatus[SourceIDKey]) { print("SourceError"); SourceNow = (Rigidbody)Instantiate(source[State.Sourcekind[SourceIDKey]], new Vector3(State.SourcePositionX[SourceIDKey], 0, State.SourcePositionZ[SourceIDKey]), source[State.Sourcekind[SourceIDKey]].transform.rotation); Source thisSource = SourceNow.gameObject.GetComponent <Source>(); State.SourceGameObject.Add(SourceIDKey, SourceNow.gameObject); thisSource.SourceID = State.SourceID[SourceIDKey]; thisSource.gameObject.name = State.SourceID[SourceIDKey]; thisSource.kind = State.Sourcekind[SourceIDKey]; thisSource.quatity = State.SourceQuatity[SourceIDKey]; State.SourceStatus[SourceIDKey] = true; } Source suildNow = State.SourceGameObject[SourceIDKey].GetComponent <Source>(); suildNow.quatity = State.SourceQuatity[SourceIDKey]; State.SourceUpdate[SourceIDKey]--; if (State.SourceUpdate[SourceIDKey] <= 0) { destroyThisSource(SourceIDKey); continue; } } } //Source foreach }catch (Exception) { print("error6"); //State.isConnect=false; StartCoroutine("server_function"); } } }