void Start() { xmlDoc = new XmlDocument(); SlipStreamComponent = GameObject.FindObjectOfType <SlipStream>(); SlipStreamComponent.PacketNotification += new PacketReceivedHandler(OnPacketReceived); if (origin == null) { origin = new GameObject("Origin").transform; } /* NEW CODE */ multiSkeletonBones = new SkeletonBones[skeletonList.Count]; nBones = skeletonBonesList.Count / skeletonList.Count; // number of bones per skeleton (assuming they've the same amount) for (int i = 0; i < multiSkeletonBones.Length; i++) { multiSkeletonBones[i] = new SkeletonBones(); multiSkeletonBones[i].skeletonBonesIDs = new int[nBones]; multiSkeletonBones[i].skeletonBonesNames = new string[nBones]; multiSkeletonBones[i].skeletonBonesPositions = new Vector3[nBones]; multiSkeletonBones[i].skeletonBonesQuaternions = new Quaternion[nBones]; } /* END OF NEW CODE */ }
void Start () { xmlDoc= new XmlDocument(); SlipStreamComponent = GameObject.FindObjectOfType<SlipStream>(); SlipStreamComponent.PacketNotification += new PacketReceivedHandler(OnPacketReceived); if(origin == null) { origin = new GameObject("Origin").transform; } }
void Start() { xmlDoc = new XmlDocument(); SlipStreamComponent = GameObject.FindObjectOfType <SlipStream>(); SlipStreamComponent.PacketNotification += new PacketReceivedHandler(OnPacketReceived); if (origin == null) { origin = new GameObject("Origin").transform; } }
void Awake() { Instance = this; mReceiveBuffer = new byte[kMaxSubPacketSize]; mPacket = System.String.Empty; mRemoteIpEndPoint = new IPEndPoint(IPAddress.Parse(IP), Port); mListener = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); mListener.Bind(mRemoteIpEndPoint); mListener.Blocking = false; mListener.ReceiveBufferSize = 128 * 1024; xmlDoc = new XmlDocument(); }
// Use this for initialization void Awake() { // we start the connection to the server from Unity by running the .bat file named UnitySample string path = Application.dataPath.Substring(2) + "/Server"; path = path.Replace('/', '\\'); Debug.Log(Application.dataPath + "/Server/UnitySample.bat " + remoteIP+ " " + myIp+ " " + myDrive + " " + '"' + path + '"'); System.Diagnostics.Process.Start(Application.dataPath + "/Server/UnitySample.bat ", remoteIP + " " + myIp + " " + myDrive + " "+'"'+ path+'"'); xmlDoc = new XmlDocument(); if (SlipStreamObject == null) { stream = GetComponent<SlipStream>(); } else { stream = SlipStreamObject.GetComponent<SlipStream>(); } }
// Use this for initialization void Awake() { // we start the connection to the server from Unity by running the .bat file named UnitySample string path = Application.dataPath.Substring(2) + "/Server"; path = path.Replace('/', '\\'); Debug.Log(Application.dataPath + "/Server/UnitySample.bat " + remoteIP + " " + myIp + " " + myDrive + " " + '"' + path + '"'); System.Diagnostics.Process.Start(Application.dataPath + "/Server/UnitySample.bat ", remoteIP + " " + myIp + " " + myDrive + " " + '"' + path + '"'); xmlDoc = new XmlDocument(); if (SlipStreamObject == null) { stream = GetComponent <SlipStream>(); } else { stream = SlipStreamObject.GetComponent <SlipStream>(); } }
void Start() { xmlDoc= new XmlDocument(); SlipStreamComponent = GameObject.FindObjectOfType<SlipStream>(); SlipStreamComponent.PacketNotification += new PacketReceivedHandler(OnPacketReceived); if(origin == null) { origin = new GameObject("Origin").transform; } /* NEW CODE */ multiSkeletonBones = new SkeletonBones[skeletonList.Count]; nBones = skeletonBonesList.Count/skeletonList.Count; // number of bones per skeleton (assuming they've the same amount) for (int i = 0; i < multiSkeletonBones.Length; i++) { multiSkeletonBones[i] = new SkeletonBones(); multiSkeletonBones[i].skeletonBonesIDs = new int[nBones]; multiSkeletonBones[i].skeletonBonesNames = new string[nBones]; multiSkeletonBones[i].skeletonBonesPositions = new Vector3[nBones]; multiSkeletonBones[i].skeletonBonesQuaternions = new Quaternion[nBones]; } /* END OF NEW CODE */ }