// GET api/values public string Get() { var predictions = NetworkLogic.JustTipFullSeason(); var simplePredictions = SimplePrediction.Convert(predictions); return(simplePredictions.ToJson()); }
public IEnumerable <string> Get() { var predictions = NetworkLogic.JustTipFullSeason(); var simplePredictions = SimplePrediction.Convert(predictions); var json = simplePredictions.Select(JsonConvert.SerializeObject); return(json); }
void Start() { Debug.Log("PlayerScript started"); rb = GetComponent <Rigidbody2D>(); NetworkLogic = GetComponent <NetworkLogic>(); //Loads scene on the server. NetworkLogic.CmdLoadScene("WaitingRoom"); }
void Start() { Debug.Log("The Waiting room script started."); NetworkLogic = GameObject.Find("GameStatus").GetComponent <GameStatus>().MainHero.GetComponent <NetworkLogic>(); // Button's event. GameObject.Find("Canvas/UI/Ready").GetComponent <Button>().onClick.AddListener(delegate { Debug.Log("Button 'ready' pressed."); if (IsReady == false) { // Changes status. GameObject.Find("UI/CurrentStatus").GetComponent <Text>().text = "You are ready"; SendReadyToBeginMessage(); if (ReadyCount == 2) // if 2 players are ready. { Debug.Log("IT'S TIME TO CHANGE LEVEL"); NetworkLogic.CmdLoadScene("Level (0)"); } } }); }
public void Dispose() { GameLogic.Dispose(); NetworkLogic.Dispose(); }
public void StartRoom() { GameLogic.Start(); NetworkLogic.Start(); }
// Update is called once per frame void Update() { if (m == null) { m = gen.currentMaze(); RandomPlacement(); } if (isLocalPlayer) { if (!setup) { gameObject.tag = "MyPlayer"; SpriteObj.SetActive(false); CamHolder.SetActive(true); } #if UNITY_ANDROID if (Input.touches.Length > 0) { Touch t = Input.GetTouch(0); if (t.phase == TouchPhase.Began) { //save began touch 2d point firstPressPos = new Vector2(t.position.x, t.position.y); } if (t.phase == TouchPhase.Ended) { //save ended touch 2d point secondPressPos = new Vector2(t.position.x, t.position.y); //create vector from the two points currentSwipe = new Vector3(secondPressPos.x - firstPressPos.x, secondPressPos.y - firstPressPos.y); //normalize the 2d vector currentSwipe.Normalize(); //swipe upwards if (currentSwipe.y > 0 && currentSwipe.x > -0.5f && currentSwipe.x < 0.5f) { //Debug.Log("up swipe"); CmdDoMovement(true, false, false, false); } //swipe down if (currentSwipe.y < 0 && currentSwipe.x > -0.5f && currentSwipe.x < 0.5f) { //Debug.Log("down swipe"); CmdDoMovement(false, true, false, false); } //swipe left if (currentSwipe.x < 0 && currentSwipe.y > -0.5f && currentSwipe.y < 0.5f) { //Debug.Log("left swipe"); CmdDoMovement(false, false, true, false); } //swipe right if (currentSwipe.x > 0 && currentSwipe.y > -0.5f && currentSwipe.y < 0.5f) { //Debug.Log("right swipe"); CmdDoMovement(false, false, false, true); } } CheckSeen(); } #endif bool up = Input.GetKeyDown(KeyCode.UpArrow); bool down = Input.GetKeyDown(KeyCode.DownArrow); bool left = Input.GetKeyDown(KeyCode.LeftArrow); bool right = Input.GetKeyDown(KeyCode.RightArrow); if (up || down || left || right) { Debug.Log("Move Command"); CmdDoMovement(up, down, left, right); } CheckSeen(); } else { if (!setup) { gameObject.tag = "OtherPlayer"; SpriteObj.SetActive(true); } } if (isLocalPlayer && Input.GetKeyDown(KeyCode.Space)) // || Input.GetKeyDown(KeyCode.Mouse0)) { CmdShoot(); } if (Input.GetKeyDown(KeyCode.Escape)) { GameObject obj = GameObject.Find("NetworkManager"); NetworkLogic log = obj.GetComponent <NetworkLogic>(); log.StopHost(); log.StopClient(); SceneManager.LoadScene(0); } }
void NetworkStateChange(NetworkLogic.ConnectState newState) { }