Esempio n. 1
0
        public static void SettingLoad()
        {
            if (!isLoaded)
            {
                MatchingSettings = Resources.Load <MatchingSettings>(MatchingSettingsFileName);
                AdvancedSettings = Resources.Load <AdvancedSettings>(AdvancedSettingsFileName);
                foreach (var console in AdvancedSettings.Consoles)
                {
                    switch (console)
                    {
                    case ConsoleType.System:
                        Debugger.SetConsole(new SystemConsole());
                        break;

                    case ConsoleType.Unity:
                        Debugger.SetConsole(new UnityConsole());
                        break;

                    case ConsoleType.Extension:
                        Debugger.SetConsole(new ExConsole());
                        break;
                    }
                }

                switch (AdvancedSettings.SocketType)
                {
                case SocketType.dotnetUDP:
                    Socket = new SocketUdp();
                    break;
                }

                isLoaded = true;
                Debugger.Log("[UniP2PManager] SettingLoaded");
            }
        }
Esempio n. 2
0
 static void Create()
 {
     Load();
     if (NetworkSetting != null)
     {
         Open();
         Debug.Debugger.Log("Already exist NetworkSetting.");
     }
     else
     {
         NetworkSetting = CreateInstance <MatchingSettings>();
         AssetDatabase.CreateAsset(NetworkSetting, UniP2PManager.DefaultMatchingSettingsPath);
         AssetDatabase.Refresh();
     }
 }
Esempio n. 3
0
 static void Load()
 {
     NetworkSetting = AssetDatabase.LoadAssetAtPath <MatchingSettings>(UniP2PManager.DefaultMatchingSettingsPath);
 }