public void startGameClient() { Debug.Log("Start Game Client"); var obj = GameObject.Find("ClientPlayersList"); var com = obj.GetComponent <ComputersListManagerClient>(); var komputeryIGracze = com.comps; var menuData = new DaneZMenuGlownego(); menuData.komputeryIGracze = komputeryIGracze; PlayGame();//todo menudata }
public void startGameServer() { long seed = UnityEngine.Random.Range(0, int.MaxValue); Debug.Log("Start Game Server"); var obj = GameObject.Find("PlayersListServer"); var com = obj.GetComponent <ComputersListManager>(); var komputeryIGracze = com.comps; int minimalnaIloscGraczy = 2; int iloscGraczy = 0; if (komputeryIGracze.Count == 0) { return; } foreach (var ele in komputeryIGracze) { foreach (var grac in ele.players) { iloscGraczy++; } } if (iloscGraczy < minimalnaIloscGraczy) { return; } var start = new Q_START_GAME(); NetworkManager.instance.SendToAllComputers(start); var menuData = new DaneZMenuGlownego(); menuData.komputeryIGracze = komputeryIGracze; PlayGame();//todo menudata }
public void debugStartGameServer() { NetworkManager.instance.RunSerwer(); long seed = UnityEngine.Random.Range(0, int.MaxValue); Debug.Log("Debug Start Game Server"); var menuData = new DaneZMenuGlownego(); List <ComputersListElement> ele = new List <ComputersListElement>(); var cs = new ComputersListElement(); cs.ip = new IPEndPoint(NetworkManager.instance.GetMyIp(), NetworkManager.instance.port); cs.players.Add(new playerElement() { isAi = true, name = "Bot", id = 0 }); cs.players.Add(new playerElement() { isAi = false, name = "gracz 1", id = 1 }); cs.players.Add(new playerElement() { isAi = false, name = "gracz 2", id = 2 }); cs.players.Add(new playerElement() { isAi = false, name = "gracz 3", id = 3 }); cs.players.Add(new playerElement() { isAi = false, name = "gracz 4", id = 4 }); ele.Add(cs); menuData.komputeryIGracze = ele; PlayGame();//todo menudata }