コード例 #1
0
    void Start()
    {
        cameraSize = bgHeight / 200.0f;
        Camera.main.orthographicSize = cameraSize;

        forceFactor = forceMax / arrowMaxLen;

        // 连接服务器,加入游戏
        client = gameObject.GetComponent <ClientScript> ();
        if (client == null)
        {
            // TODO: 处理错误
        }
        client.Connect(serverAddr, serverPort);
        if (-1 == client.sendJoin())
        {
            // TODO: 处理发送JOIN错误
        }

        // Slave加入游戏后发送OK给master
        if (!client.isMaster())
        {
            Debug.Log("this client is slave");
            client.sendOK();
        }
        //debugStr = "waiting for player ...";
        gameStatus = ST_WAIT;

        // 保存常用的GameObject
        // 保存actors
        playerActors = new GameObject[3];
        enemyActors  = new GameObject[3];

        for (int i = 0; i < 3; i++)
        {
            GameObject obj;
            obj = GameObject.Find("ball" + (i + 1));
            Debug.Assert(obj != null);
            playerActors[i] = obj;
            obj.SetActive(false);
            obj = GameObject.Find("enemy" + (i + 1));
            Debug.Assert(obj != null);
            enemyActors[i] = obj;
            obj.SetActive(false);
        }

        // 指向箭头
        arrowPlayer = GameObject.Find("arrowPlayer");
        arrowPlayer.SetActive(false);
        arrowEnemy = GameObject.Find("arrowEnemy");
        arrowEnemy.SetActive(false);

        //isSyncing = true;
        isOperating            = false;
        isWaiting              = true;
        fixedUpdateLoopCounter = 0;

        return;
    }
コード例 #2
0
ファイル: NetworkedScript.cs プロジェクト: seth-hg/vkds
    void Start()
    {
        cameraSize = bgHeight / 200.0f;
        Camera.main.orthographicSize = cameraSize;

        forceFactor = forceMax / arrowMaxLen;

        // 连接服务器,加入游戏
        client = gameObject.GetComponent<ClientScript> ();
        if (client == null) {
            // TODO: 处理错误
        }
        client.Connect (serverAddr, serverPort);
        if (-1 == client.sendJoin ()) {
            // TODO: 处理发送JOIN错误
        }

        // Slave加入游戏后发送OK给master
        if (!client.isMaster ()) {
            Debug.Log ("this client is slave");
            client.sendOK();
        }
        //debugStr = "waiting for player ...";
        gameStatus = ST_WAIT;

        // 保存常用的GameObject
        // 保存actors
        playerActors = new GameObject[3];
        enemyActors = new GameObject[3];

        for (int i = 0; i < 3; i++) {
            GameObject obj;
            obj = GameObject.Find("ball" + (i+1));
            Debug.Assert(obj != null);
            playerActors[i] = obj;
            obj.SetActive(false);
            obj = GameObject.Find("enemy" + (i+1));
            Debug.Assert(obj != null);
            enemyActors[i] = obj;
            obj.SetActive(false);
        }

        // 指向箭头
        arrowPlayer = GameObject.Find ("arrowPlayer");
        arrowPlayer.SetActive (false);
        arrowEnemy = GameObject.Find ("arrowEnemy");
        arrowEnemy.SetActive (false);

        //isSyncing = true;
        isOperating = false;
        isWaiting = true;
        fixedUpdateLoopCounter = 0;

        return;
    }