public override bool Equals(object obj) { if (obj.GetType() == typeof(ConnectionFile)) { ConnectionFile file = (ConnectionFile)obj; if (!file.GetStart()[0].Equals(startTable)) { return(false); } if (!file.GetStart()[1].Equals(startSeat)) { return(false); } if (!file.GetEnd()[0].Equals(endTable)) { return(false); } if (!file.GetEnd()[1].Equals(endSeat)) { return(false); } if (!file.GetStrength().Equals(GetStrength())) { return(false); } return(true); } else { return(false); } }
//Helper method to spawn connections based on given connection file private static void SpawnConnection(ConnectionFile file) { //Find start and end gameObjects GameObject start = null, end = null; foreach (NeuronDesignation nd in loadedPlayers) { //Find start if (nd.isGivenNeuron(file.GetStart()[0], file.GetStart()[1])) { start = nd.GetObject(); } //Find end else if (nd.isGivenNeuron(file.GetEnd()[0], file.GetEnd()[1])) { end = nd.GetObject(); } } bool excitatory; if (file.GetStrength() > 0) { excitatory = true; } else { excitatory = false; } if (start && end) { GameObject player = NetworkManager.singleton.client.connection.playerControllers[0].gameObject; player.GetComponent <ConnectionManager>().AcceptConnection(start, end, file.GetStrength().ToString(), excitatory); } }