private void Start()
    {
        StartCoroutine(Simulation());

        Debug.LogFormat("Server status: {0}", server.Status);
        _lastStatus = server.Status;
    }
 private void Update()
 {
     if (_lastStatus != server.Status)
     {
         Debug.LogFormat("Server status: {0}", server.Status);
         _lastStatus = server.Status;
     }
 }
Esempio n. 3
0
 private void Update()
 {
     // If the status has changed, log it and save the new one.
     if (_lastStatus != server.Status)
     {
         LogWithTimestamp(string.Format("Server status: {0}", server.Status));
         _lastStatus = server.Status;
     }
 }
Esempio n. 4
0
        private void Start()
        {
            // Start simulating game server behavior.
            // Here all the calls to the SDK are done within a coroutine just to give a clear example in one place.
            // In a real project, these calls can be done from any suitable place, including Update.
            StartCoroutine(Simulation());

            LogWithTimestamp(string.Format("Server status: {0}", server.Status));

            // Initialize the cached status of the server to check if it needs to be logged later.
            _lastStatus = server.Status;
        }