コード例 #1
0
    public void LoadGame()
    {
        getManager = GameObject.Find("SaveAndLoadManager");

        if (getManager != null)
        {
            loadManager = getManager.GetComponent("SaveAndLoad") as SaveAndLoad;
            loadThread  = UnityThreadHelper.CreateThread((System.Action)loadManager.LoadGame);
        }
    }
コード例 #2
0
ファイル: SuperChat.cs プロジェクト: Car3man/SuperChat
    public void StartClient(string nickname)
    {
        client          = new Client(new TcpClient());
        client.Nickname = nickname;
        client.CurrentClient.Connect("192.168.0.87", 6969);
        stream = client.CurrentClient.GetStream();

        LoginData loginData = new LoginData(client.Nickname, "");

        SendRequest(client, (byte)RequestTypes.Login, loginData);

        clientThread = UnityThreadHelper.CreateThread(ClientThread);
    }
コード例 #3
0
    /// <summary>
    /// Creates new thread which runs the given action. The given action will be wrapped so that any exception will be catched and logged.
    /// </summary>
    /// <param name="action">The action which the new thread should run.</param>
    /// <param name="autoStartThread">True when the thread should start immediately after creation.</param>
    /// <returns>The instance of the created thread class.</returns>
    public static UnityThreading.ActionThread CreateThread(System.Action <UnityThreading.ActionThread> action, bool autoStartThread)
    {
        Instance.EnsureHelperInstance();
        System.Action <UnityThreading.ActionThread> actionWrapper = currentThread =>
        {
            try
            {
                action(currentThread);
            }
            catch (System.Exception ex)
            {
                //UnityEngine.//Debug.LogError(ex);
            }
        };
        var thread = new UnityThreading.ActionThread(actionWrapper, autoStartThread);

        Instance.RegisterThread(thread);
        return(thread);
    }
コード例 #4
0
    // Use this for initialization
    void Awake()
    {
        // 세이브 & 로드 매니저 오브젝트를 구한다.
        getManager         = GameObject.Find("SaveAndLoadManager");
        saveAndLoadManager = getManager.GetComponent("SaveAndLoad") as SaveAndLoad;

        if (saveAndLoadManager.GetIsLoaded() == false)
        {
            initMapThread = UnityThreadHelper.CreateThread((System.Action)InitMapData);
        }
        else
        {
            loadingMapThread = UnityThreadHelper.CreateThread((System.Action)LoadGameMapData);
        }

        //청크배열에 메모리 할당.
        chunks = new Chunk[Mathf.FloorToInt(worldX / chunkSize),
                           Mathf.FloorToInt(worldY / chunkSize),
                           Mathf.FloorToInt(worldZ / chunkSize)];
    }
コード例 #5
0
        internal SocketHandler()
        {
            mServerTime     = 0;
            mClientBaseTime = 0.0f;

            mWebSocket                = new WebSocket();
            mWebSocket.Opened        += WebSocket_OnConnected;
            mWebSocket.Closed        += WebSocket_OnDisconnected;
            mWebSocket.ErrorOccurred += WebSocket_OnErrorOccured;
            mWebSocket.TextReceived  += WebSocket_OnTextReceived;
            mWebSocket.DataReceived  += WebSocket_OnDataReceived;

            // 初始化 PingPong Thread
            mPingPongThread = UnityThreadHelper.CreateThread(() => { return; });

            mPingPong = new PingPong();

            State = ConnectionState.Disconnected;

            mCmds = new Dictionary <string, Action <string> >(ClientData.Instance.GetCmds());
        }
コード例 #6
0
 public void StartSearching()
 {
     Debug.Log("request to start search for mesh server");
     _searching    = true;
     _searchThread = UnityThreadHelper.CreateThread(() => ListenForBroadcasts());
 }