void Start()
 {
     _syncPositionRequest = GetComponent <SyncPositionRequest>();
     _syncPlayerRequest   = GetComponent <SyncPlayerRequest>();
     _syncPlayerRequest.DefaultRequest();
     InvokeRepeating("SyncPositon", 3f, 0.02f);
 }
Esempio n. 2
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 // Use this for initialization
 void Start()
 {
     if (bIslocalPlayer)
     {
         GetComponent <Renderer>().material.color = Color.green;
         scriptSyncPositionRequest = GetComponent <SyncPositionRequest>();
         InvokeRepeating("SyncPosition", 3, 1 / 5f);//3s后开始每隔1/5f s调用
     }
 }
Esempio n. 3
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 void Start()
 {
     //当前客户端玩家默认设置为绿色
     player.GetComponent <Renderer>().material.color = Color.green;
     syncPositionRequest = GetComponent <SyncPositionRequest>();
     syncPlayerRequest   = GetComponent <SyncPlayerRequest>();
     syncPlayerRequest.DefaultRequest();
     //一秒同步5次  调用 SyncPosition方法   time = 3 (3秒后执行) ,repeatRate = 0.2f  重复执行间隔
     InvokeRepeating("SyncPosition", 3, 0.2f);
 }
Esempio n. 4
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 // Use this for initialization
 void Start()
 {
     //if (isLocalPlayer)
     //{
     localplayer.GetComponent <Renderer>().material.color = Color.red;
     syncPosRequest    = GetComponent <SyncPositionRequest>();
     syncPlayerRequest = GetComponent <SyncPlayerRequest>();
     syncPlayerRequest.DefaultRequest();
     InvokeRepeating("SyncPosition", 3, 0.1f);
     //}
 }
Esempio n. 5
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    // Start is called before the first frame update
    void Start()
    {
        player.GetComponent <Renderer>().material.color = Color.green;

        syncPosRequest    = GetComponent <SyncPositionRequest>();
        syncPlayerRequest = GetComponent <SyncPlayerRequest>();

        syncPlayerRequest.DefaultRequest();

        //定时调用某个函数
        InvokeRepeating("SyncPosition", 1, moveOff);
    }
Esempio n. 6
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    // Use this for initialization
    void Start()
    {
        Renderer renderer = player.GetComponent <Renderer>();

        renderer.material.color = Color.green;

        syncPositionRequest = GetComponent <SyncPositionRequest>();
        syncPlayerRequest   = FindObjectOfType <SyncPlayerRequest>();
        syncPlayerRequest.DefaultRequest();

        InvokeRepeating("SyncPosition", 3, 0.1f);
    }
Esempio n. 7
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    // Use this for initialization
    void Start()
    {
        foreach (var item in player.GetComponentsInChildren <Renderer>())
        {
            item.material.color = Color.green;
        }
        player.GetComponentInChildren <Text>().text = userName;

        syncPositionRequest = GetComponent <SyncPositionRequest>();
        syncPlayerRequest   = GetComponent <SyncPlayerRequest>();
        syncPlayerRequest.DefaultRequest();

        InvokeRepeating("OnSyncPosition", 1, 0.2f);
    }
Esempio n. 8
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 void Start()
 {
     if (IsLocalPlayer)
     {
         GetComponent <Renderer>().material.color = Color.green;
         syncPositionRequest = GetComponent <SyncPositionRequest>();
         InvokeRepeating("syncPosition", 3, 0.05f);
         GetComponent <SyncPlayerRequest>().DefaultRequest();
         fow = GameObject.FindGameObjectWithTag("Fow").GetComponent <Fow>();
         byte[] byte1 = new byte [1024];
         fow.InitMap(200, 200, byte1);
         fow.StartFow(this.transform);
         //   fow.StartFow(tower);
     }
 }
Esempio n. 9
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    void Start()
    {
        inScene = SceneManager.GetActiveScene().name;

        if (isLocalPlayer)
        {
            userName = PhotonEngine.username;
            playerDict.Clear();
            //GetComponent<Renderer>().material.color = Color.green;
            SyncPosRequest    = GetComponent <SyncPositionRequest>();
            syncPlayerRequest = GetComponent <SyncPlayerRequest>();
            syncPlayerRequest.DefaultRequse();
            InvokeRepeating("SyncPosition", 3, 0.1f);
        }
    }
Esempio n. 10
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 // Use this for initialization
 private void Awake()
 {
     m_syncPosRequest    = GetComponent <SyncPositionRequest>();
     m_syncPlayerRequest = GetComponent <SyncPlayerRequest>();
 }