public void OnInitializeCompleted() { _logger.Info("Server Room Initialize Completed"); _state = RoomState.Running; _rule.GameStart(_contexts); _contexts.session.commonSession.SessionMode = ModeUtil.CreateSharedPlayerMode(_contexts, _contexts.session.commonSession.RoomInfo.ModeId); DebugUtil.LogInUnity("Server Room Initialize Completed"); }
public void OnInitializeCompleted() { logger.Info("Server Room Initialize Completed"); state = RoomState.Running; rule.GameStart(ContextsWrapper.contexts); ContextsWrapper.SessionMode = ModeUtil.CreateSharedPlayerMode(ContextsWrapper.contexts, ContextsWrapper.RoomInfo.ModeId); DebugUtil.InitShootArchiveS(ContextsWrapper.RoomInfo.RoomDisplayId); FreeMapPosition.Init(ContextsWrapper.contexts); DebugUtil.LogInUnity("Server Room Initialize Completed"); if (channelToPlayer.Count == 0) { /*GameOver(true);*/ } }