void Start() { Screen.sleepTimeout = SleepTimeout.NeverSleep; enemies = new Dictionary <Int64, EnemyTankInfo>(); bullets = new Dictionary <Int64, BulletInfo>(); session_ = protobuf_session.getInstance(); session_.init(); //session_.connect(IP, PORT); // 접속 연결 / 유실 callback 처리 session_.scene_connected_callback = OnConnect; session_.scene_disconnected_callback = OnDisconnect; RegisterProcessorHandler(); interval_ = 0.0f; ping_interval_ = 0.0f; update_interval_ = 0.0f; if (is_interpolation) { interpolation_text.text = "업데이트 1"; //interpolation_text.text = "보간 ON"; } else { interpolation_text.text = "업데이트 2"; //interpolation_text.text = "보간 OFF"; } init(); }
public float nextfire = 0.0f;//다음 총알 발사시간 void Start() { session_ = protobuf_session.getInstance(); state = gameObject.GetComponentInParent <Direct_Tank_State>(); //최초에 MuzzleFlash MeshRenderer를 비활성화 muzzleFlash_1.enabled = false; }
public static protobuf_session getInstance() { if (instance_ == null) { GameObject protobuf_session = new GameObject("protobuf_session"); instance_ = protobuf_session.AddComponent <protobuf_session>(); } return(instance_); }
void Start() { session_ = protobuf_session.getInstance(); session_.init(); //session_.connect(IP, PORT); // 접속 연결 / 유실 callback 처리 session_.scene_connected_callback = OnConnect; session_.scene_disconnected_callback = OnDisconnect; RegisterProcessorHandler(); }