void Awake() { Instance = this; actionsToSync = new Queue <IAction>(); pendingActions = new PendingActions(this); confirmedActions = new ConfirmedActions(this); }
public void PrepGameStart() { log.Debug("GameStart called. My PlayerID: " + Network.player.ToString()); LockStepTurnID = FirstLockStepTurnID; numberOfPlayers = networkManager.NumberOfPlayers; pendingActions = new PendingActions(this); confirmedActions = new ConfirmedActions(this); actionsToSend = new Queue <IAction>(); InitGameStartLists(); nv.RPC("ReadyToStart", RPCMode.OthersBuffered, Network.player.ToString()); }
// Use this for initialization void Start() { enabled = false; _networkInterface = GetComponent <NetworkInterface>(); _lockStepTurnID = firstLockStepTurnID; _pendingActions = new PendingActions(this); _confirmedActions = new ConfirmedActions(this); _actionsToSend = new Queue <Action>(); _gameTurnSW = new Stopwatch(); _currentGameFrameRuntime = 0; allPlayers = new Dictionary <int, LockStepPlayer>(); }
public void PrepGameStart() { log.Debug("GameStart called. My PlayerID: " + Network.player.ToString()); LockStepTurnID = FirstLockStepTurnID; numberOfPlayers = gameSetup.NumberOfPlayers; pendingActions = new PendingActions(this); confirmedActions = new ConfirmedActions(this); actionsToSend = new Queue <Action>(); gameTurnSW = new Stopwatch(); currentGameFrameRuntime = 0; networkAverage = new RollingAverage(numberOfPlayers, initialLockStepTurnLength); runtimeAverage = new RollingAverage(numberOfPlayers, initialGameFrameTurnLength); InitGameStartLists(); nv.RPC("ReadyToStart", RPCMode.AllBuffered, Network.player.ToString()); }
public void PrepGameStart() { log.Debug ("GameStart called. My PlayerID: " + Network.player.ToString()); LockStepTurnID = FirstLockStepTurnID; numberOfPlayers = gameSetup.NumberOfPlayers; pendingActions = new PendingActions(this); confirmedActions = new ConfirmedActions(this); actionsToSend = new Queue<Action>(); gameTurnSW = new Stopwatch(); currentGameFrameRuntime = 0; networkAverage = new RollingAverage(numberOfPlayers, initialLockStepTurnLength); runtimeAverage = new RollingAverage(numberOfPlayers, initialGameFrameTurnLength); InitGameStartLists(); nv.RPC ("ReadyToStart", RPCMode.AllBuffered, Network.player.ToString()); }
public void QuitClicked(){ _pendingAction = ConfirmedActions.Quit; ScreenManager.Instance.ShowPopoup (ScreenManager.Popups.Confirmation); }
public void BackClicked(){ _pendingAction = ConfirmedActions.MainMenu; ScreenManager.Instance.ShowPopoup (ScreenManager.Popups.Confirmation); }