void Awake() { roomState = RoomState.InMatch; if (Instance != null) { GameObject.Destroy(Instance.gameObject); } Instance = this; DontDestroyOnLoad(gameObject); matchRoom = gameObject.AddComponent <MatchRoom>(); StartCoroutine(InitGameData()); ml = gameObject.AddComponent <MainThreadLoop>(); TextAsset bindata = Resources.Load("Config") as TextAsset; Debug.Log("nameMap " + bindata); ServerIP = ClientApp.Instance.remoteServerIP; Debug.LogError("ServerIP: " + ServerIP); state = WorldState.Connecting; StartCoroutine(InitConnect()); }
private void Awake() { Instance = this; ml = gameObject.AddComponent <MainThreadLoop>(); StartCoroutine(ConnectServer()); }
void Awake() { roomState = RoomState.InMatch; if (Instance != null) { GameObject.Destroy(Instance.gameObject); } Instance = this; DontDestroyOnLoad(gameObject); matchRoom = gameObject.AddComponent <MatchRoom>(); StartCoroutine(InitGameData()); ml = gameObject.AddComponent <MainThreadLoop>(); TextAsset bindata = Resources.Load("Config") as TextAsset; Debug.Log("nameMap " + bindata); //ServerIP = ClientApp.Instance.remoteServerIP; Debug.LogError("ServerIP: " + ClientApp.Instance.QueryServerIP); state = WorldState.Connecting; StartCoroutine(FindIdleServerThenConnect()); var eh = gameObject.AddComponent <EvtHandler>(); eh.AddEvent(MyEvent.EventType.ExitScene, OnExit); gameObject.AddComponent <NetworkLatency>(); }
void Awake() { if (SaveGame.saveGame == null) { gameObject.AddComponent <SaveGame>(); } ml = gameObject.AddComponent <MainThreadLoop>(); }
void Awake() { StartCoroutine(InitGameData()); ml = gameObject.AddComponent <MainThreadLoop>(); TextAsset bindata = Resources.Load("Config") as TextAsset; Debug.Log("nameMap " + bindata); ServerIP = ClientApp.Instance.remoteServerIP; Debug.LogError("ServerIP: " + ServerIP); state = WorldState.Connecting; //StartCoroutine(InitConnect()); }
void Awake() { ml = gameObject.AddComponent <MainThreadLoop>(); TextAsset bindata = Resources.Load("Config") as TextAsset; Debug.Log("nameMap " + bindata); if (bindata != null) { ServerIP = SimpleJSON.JSON.Parse(bindata.text).AsObject ["Server"]; } Debug.LogError("ServerIP: " + ServerIP); state = WorldState.Connecting; StartCoroutine(InitConnect()); }
private void Awake() { Instance = this; ml = gameObject.AddComponent <MainThreadLoop>(); }