private void Awake() { // singleton design pattern if (instance != null) { Destroy(gameObject); } else { instance = this; DontDestroyOnLoad(gameObject); if (serverThread == null) { serverThread = new Thread(() => RunServer()); serverThread.Start(); Debug.Log("Starting server"); } } spawner = GameObject.Find("BlockSpawner").GetComponent <BlockSpawner>(); if (spawner == null) { serverThread.Join(); serverThread = null; Debug.Log("Spawner is required."); } deathCounter = GetComponent <DeathCounter>(); }
private void Awake() { if (instance != null && instance != this) { Destroy(gameObject); } else { instance = this; } tcp = GameObject.Find("TCPServer").GetComponent <CustomTcpServer>(); tcp.Notify(this); previousSpawns = new List <int>(); player = GameObject.Find("Player"); }