// Use this for initialization void Start() { //initialize things that will be the same regardless of role NetworkView net = this.GetComponent <NetworkView>(); ice = (GameObject)Instantiate(rink, new Vector3(0, 0, 0), Quaternion.identity); int localPlayers = PlayerPrefs.GetInt("numPlayers"); if (PlayerPrefs.GetString("multiplayerType") == "online") { if (PlayerPrefs.GetString("onlineRole") == "host") { //create serverBehavior gameObject.AddComponent <ServerBehavior>(); ServerBehavior serv = gameObject.GetComponent <ServerBehavior>(); serv.InitServerBehavior(net, prefab, localPlayers); action = serv; } else { //create clientBehavior gameObject.AddComponent <ClientBehavior>(); ClientBehavior cli = gameObject.GetComponent <ClientBehavior>(); cli.InitClientBehavior(net, prefab, localPlayers); action = cli; } } else { //create localBehavior gameObject.AddComponent <LocalBehavior>(); LocalBehavior loc = gameObject.GetComponent <LocalBehavior>(); loc.InitLocalBehavior(prefab, localPlayers); action = loc; } }
/// <summary> /// Constructs the attribute with an end point and behavior. /// </summary> /// <param name="endPoint">end point</param> /// <param name="behavior">server behavior</param> public OnErrorAttribute(ExceptionEndPoint endPoint, ServerBehavior behavior) { this.EndPoint = endPoint; this.Behavior = behavior; }
/// <summary> /// Empty default constructor. Assumes logging the exception /// and keeping the server active. /// </summary> public OnErrorAttribute() { EndPoint = ExceptionEndPoint.Log; Behavior = ServerBehavior.RemainActive; }