private void Awake() { other_player_prefab = Resources.Load("Prefabs/OtherPlayerPrefab", typeof(OtherPlayerPrafab)) as OtherPlayerPrafab; dummy_player_prefab = Resources.Load("Prefabs/DummyPlayerPrefab", typeof(DummyPlayerPrefab)) as DummyPlayerPrefab; nm = GameObject.FindWithTag("Network").GetComponent <NetworkManagerSingleton>(); NetworkManager.ClearPacketProcessHandler(); NetworkManager.SetPacketProcessHandler(packetProcess); msgQueue = MessageQueue.getInstance; player_object = GameObject.FindWithTag("Player");//.GetComponent<Transform>() as GameObject; other_players = new Dictionary <int, OtherPlayerPrafab>(); map_data = new Dictionary <int, Map>(); /* * Map HanGang = new Map(); * * HanGang.Id = 100; * HanGang.Name = "한강"; * HanGang.Thumbnail = "Sprite/MapImages/Hangang"; * HanGang.SceneName = "TrackGameHangangMap"; * * map_data[HanGang.Id] = HanGang;*/ Map Track = new Map(); Track.Id = 101; Track.Name = "원형 트랙"; Track.Thumbnail = "Sprite/MapImages/Track"; Track.SceneName = "TrackScene"; map_data[Track.Id] = Track; SetActiveResetButton(false); }
IEnumerator CreateDummyPlayer() { while (true) { DummyPlayerPrefab dp = Instantiate(dummy_player_prefab, new Vector3(0.0f, 10.2f, 2.0f), Quaternion.identity) as DummyPlayerPrefab; dp.SetReady(UnityEngine.Random.Range(16.0f, 20.0f), pathes.nonplayer_front_path); yield return(new WaitForSeconds(30.0f)); } }