/// <summary>
        /// Initializes client and automatically joins a multiplayer game.
        /// </summary>

        public void InitMultiplayerClient()
        {
            InitCommon();
            Client c = networkOperator.JoinGame(ref gameState);

            gameExecutor = new MultiplayerClientCommandsExecutor(gameState, c);
            gameExecutor.Execute(new JoinGameCommand(false, PlayerType.HUMAN, "GuestPlayer"));
            Debug.Log("Inited multiplayer client");
        }
        /// <summary>
        /// Creates server for a multiplayer game.
        /// </summary>
        public void InitMultiplayerServer()
        {
            InitCommon();
            Server s = networkOperator.RunServer();

            gameExecutor = new MultiplayerServerCommandsExecutor(gameState, s);
            gameExecutor.Execute(new JoinGameCommand(true, PlayerType.HUMAN, "ServerMaster"));
            Debug.Log("Inited multiplayer server");
        }
        /// <summary>
        /// Creates one-player server for a singleplayer.
        /// </summary>
        public void InitSingleplayer()
        {
            gameState = new GameState();
            networkOperator.maxPlayers = 0;
            Server s = networkOperator.RunServer();

            gameExecutor = new MultiplayerServerCommandsExecutor(gameState, s);
            gameExecutor.Execute(new JoinGameCommand(true, PlayerType.HUMAN, "LocalPlayer"));
            Debug.Log("Inited singleplayer");
        }
 public void WorldTick()
 {
     executor.Execute(new AddPointsCommand(1));
 }