// Use this for initialization void Start() { this.user_state = USER_STATE.NOT_CONNECTED; this.bg = Resources.Load("images/title_blue") as Texture; this.battle_room = GameObject.Find("BattleRoom").GetComponent <CBattleRoom>(); this.battle_room.gameObject.SetActive(false); this.network_manager = GameObject.Find("NetworkManager").GetComponent <CNetworkManager>(); this.user_state = USER_STATE.NOT_CONNECTED; enter(); }
private void Awake() { if (instance == null) { instance = this; } else if (instance != null) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); network_manager.messageReceiver = this; this.battle_room = GameObject.Find("BattleRoom").GetComponent <CBattleRoom>(); this.battle_room.gameObject.SetActive(false); }
private void Awake() { Debug.Log("CBattleRoom Awake"); if (instance == null) { instance = this; } else if (instance != null) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); this.gameMain = GameObject.Find("GameMain").GetComponent <GameMain>(); this.networkManager = GameObject.Find("NetworkManager").GetComponent <CNetworkManager>(); this.buildManager = GameObject.Find("BuildManager").GetComponent <BuildManager>(); }
void Awake() { this.room = GetComponent <CBattleRoom>(); // Make board data. // 보드판 데이터를 만든다. this.table_board = new List <short>(); for (int i = 0; i < CBattleRoom.COL_COUNT * CBattleRoom.COL_COUNT; ++i) { this.table_board.Add((short)i); } // Enable touches. // 터치 활성화. gameObject.AddComponent <CMapCollision>(); // A component to see movable area. // 이동 가능한 영역을 보여주기 위한 컴포넌트. gameObject.AddComponent <CBorderViewer>(); }
/// <summary> /// 패킷을 수신 했을 때 호출됨. /// </summary> /// <param name="protocol"></param> /// <param name="msg"></param> void IMessageReceiver.on_recv(CPacket msg) { // 제일 먼저 프로토콜 아이디를 꺼내온다. PROTOCOL protocol_id = (PROTOCOL)msg.pop_protocol_id(); switch (protocol_id) { case PROTOCOL.ENTER_GAME_ROOM_ACK: { CUIManager.Instance.hide_all(); CUIManager.Instance.show(UI_PAGE.POPUP_NETWORK_PROCESSING); CPopupNetworkProcessing popup = CUIManager.Instance.get_uipage(UI_PAGE.POPUP_NETWORK_PROCESSING).GetComponent <CPopupNetworkProcessing>(); popup.refresh("매칭 대기중"); CUIManager.Instance.show(UI_PAGE.STATUS_BAR); CUIManager.Instance.get_uipage(UI_PAGE.STATUS_BAR).GetComponent <CStatusBar>().refresh(1); } break; case PROTOCOL.START_LOADING: { CUIManager.Instance.hide_all(); CUIManager.Instance.show(UI_PAGE.PLAY_ROOM); CBattleRoom room = CUIManager.Instance.get_uipage(UI_PAGE.PLAY_ROOM).GetComponent <CBattleRoom>(); room.start_loading(); CUIManager.Instance.show(UI_PAGE.STATUS_BAR); } break; case PROTOCOL.CONCURRENT_USERS: { int count = msg.pop_int32(); CUIManager.Instance.get_uipage(UI_PAGE.STATUS_BAR).GetComponent <CStatusBar>().refresh(count); } break; } }
void Awake() { this.room = GetComponent <CBattleRoom>(); }