private void Awake() { debugger = UnityDebugger.GetInstance(); // New client peer before start peer = new ClientPeer(FormmaterSerializer.GetInstance(), debugger); receivers = new Dictionary <int, List <IPacketReceiver> >(); actions = new Dictionary <int, List <Action <object> > >(); channels = new Dictionary <int, int>(); }
public Game(string name, IDebugger debugger) { GameId = idPool.NewID(); GameName = name; Debugger = debugger; physicEngine = new BulletEngine.BulletPhysicEngine(debugger); gameSourceManager = new GameSourceManager(this, physicEngine, debugger); mainScene = new Scene(gameSourceManager, debugger); peerGroup = new PeerGroup(FormmaterSerializer.GetInstance(), debugger); peerGroup.OperationCode = SimpleGameMetrics.OperationCode.Game; looper = new LogicLooper(60f); looper.OnUpdated += GameLoop; status = GameStatus.WaitToInitialize; }
public void Reset() { server = new SimpleServer(FormmaterSerializer.GetInstance()); }