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>();
    }
Esempio n. 2
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        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;
        }
Esempio n. 3
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 public void Reset()
 {
     server = new SimpleServer(FormmaterSerializer.GetInstance());
 }