// This is needed to handle server events in queued mode void FixedUpdate() { if (!running) { return; } smartFox.ProcessEvents(); if (smartFox != null) { smartFox.ProcessEvents(); } }
/// <summary> /// As Unity is not thread safe, we process the queued up callbacks every physics tick /// Nothing will happen without this. /// </summary> void FixedUpdate() { if (_sfs != null) { _sfs.ProcessEvents(); } }
// Update is called once per frame void Update() { if (_smartFoxServer != null) { _smartFoxServer.ProcessEvents(); } }
void Update() { if (sfs != null) { sfs.ProcessEvents(); } }
// Update is called once per frame void Update() { if (sfs != null) { sfs.ProcessEvents(); } // tab field hack if (Input.GetKeyDown(KeyCode.Tab)) { if (usernameInput.isFocused) { EventSystem.current.SetSelectedGameObject(passwordInput.gameObject, null); passwordInput.OnPointerClick(new PointerEventData(EventSystem.current)); } if (passwordInput.isFocused) { EventSystem.current.SetSelectedGameObject(usernameInput.gameObject, null); usernameInput.OnPointerClick(new PointerEventData(EventSystem.current)); } } // press enter for login if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter)) { OnLoginButtonClick(); } }
void Update() { if (_smartFox != null) { _smartFox.ProcessEvents(); } }
void FixedUpdate() { if (smartFox != null) { smartFox.ProcessEvents(); } }
void FixedUpdate() { if (sfs != null) { sfs.ProcessEvents(); // If we spawned a local player, send position if movement is dirty /* * NOTE: We have commented the UserVariable relative to the Y Axis because in this example the Y position is fixed (Y = 1.0). * In case your game allows moving on all axis you should transmit all positions. * * On the server side the UserVariable event is captured and the coordinates are also passed to the MMOApi.SetUserPosition(...) method to update our position in the Room's map. * This in turn will keep us in synch with all the other players within our Area of Interest (AoI). */ if (localPlayer != null && localPlayerController != null && localPlayerController.MovementDirty) { List <UserVariable> userVariables = new List <UserVariable>(); userVariables.Add(new SFSUserVariable("x", (double)localPlayer.transform.position.x)); //userVariables.Add(new SFSUserVariable("y", (double)localPlayer.transform.position.y)); userVariables.Add(new SFSUserVariable("z", (double)localPlayer.transform.position.z)); userVariables.Add(new SFSUserVariable("rot", (double)localPlayer.transform.rotation.eulerAngles.y)); sfs.Send(new SetUserVariablesRequest(userVariables)); localPlayerController.MovementDirty = false; } } }
public void Update(float deltaTime) { if (_sfs != null) { _sfs.ProcessEvents(); } }
void FixedUpdate() { if (SFServer != null) { SFServer.ProcessEvents(); } }
void Update() { if (sfs != null) { sfs.ProcessEvents(); if (localPlayer != null) { // Cast a line from player to isGrounded game object to tell if the player is on something or not // (removed player object from layer mask to avoid line cast with player coliders) localPlayerIsGrounded = true; // Get input for movement and jump move(CrossPlatformInputManager.GetAxisRaw("Horizontal")); if (CrossPlatformInputManager.GetButtonDown("Jump")) { jump(); } // Change between running and idle animation based on player velocity if (localPlayer.GetComponent <Rigidbody2D>().velocity.x == 0 && localPlayer.GetComponent <Rigidbody2D>().velocity.y == 0) { localPlayer.GetComponent <Animator>().SetBool("Running", false); } else { localPlayer.GetComponent <Animator>().SetBool("Running", true); } } } else if (SmartFoxConnection.IsInitialized) { sfs = SmartFoxConnection.Connection; } }
private void FixedUpdate() { if (running) { smartFox.ProcessEvents(); } }
public void Update() { if (_sfs != null) { _sfs.ProcessEvents(); } }
void Update() { // As Unity is not thread safe, we process the queued up callbacks on every frame if (sfs != null) { sfs.ProcessEvents(); } }
public void Update(float deltaTime) { if (sfs != null) { sfs.ProcessEvents(); } UpdateControler(deltaTime); }
void Update() { ///不断刷新SmartFoxServer事件处理 if (sfs != null) { sfs.ProcessEvents(); } }
/* ------------------------------------------------------ * Update is called once per frame * * FixedUpdate as well, but it handles server events * in queued mode * ------------------------------------------------------ */ void FixedUpdate() { if (!thisRunning) { return; } sfs.ProcessEvents(); }
void Update() { if (sfs != null) { sfs.ProcessEvents(); } else { sfs = gm.startSmartFox(); } }
void Update() { if (sfs != null) { sfs.ProcessEvents(); } else if (!popUp.activeInHierarchy) { popUp.SetActive(true); } }
// Update is called once per frame void Update() { //Debug.Log("ChooseDice: " +ChooseDice); //Debug.Log("Time.time: " + Time.time); //Debug.Log("deltaTime: " + (Time.time - oldTime)); if (sfs != null) { sfs.ProcessEvents(); if (Time.time - oldTime > 1f && ChooseDice == 6) { oldTime = Time.time; //Debug.Log("oldTime:" + oldTime); demNguoc(); } if (reset) { resetDemNguoc(); } else { } } else { Debug.Log(sfs); } //if (ChooseDice == null) //{ // Time.timeScale = 0; //} //else //{ // if (DiceName != null) // { // //cv.SetActive(true); // cv.transform.GetChild(0).GetComponent<Image>().sprite = Resources.Load<Sprite>(DiceName); // Time.timeScale = 0; // if (DiceName == ChooseDice) // { // Score += 10; // } // else // { // Score -= 10; // } // } //} //ScoreTxt.text = Score.ToString(); }
void Update() { if (Input.GetKey("escape")) { Debug.Log("QUIT"); Application.Quit(); } if (sfs != null) { sfs.ProcessEvents(); } }
void Update() { //ProcessEvents : Run Listeners if (SERVER != null) { SERVER.ProcessEvents(); //message = if (login) { login = false; SERVER.Send(new LoginRequest("Pollie", "000", "BasicExamples")); } } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Tab)) { if (this.UsernameTB.isFocused) { this.PasswordTB.Select(); } else { this.UsernameTB.Select(); } } if (SFServer != null) { SFServer.ProcessEvents(); } }
void FixedUpdate() { if (smartfox != null) { smartfox.ProcessEvents(); // If the player made a move, send it to the server if (localPlayer != null && localPlayerController != null && localPlayerController.movementDirty) { List <UserVariable> userVariables = new List <UserVariable>(); userVariables.Add(new SFSUserVariable("x", (double)localPlayer.transform.position.x)); userVariables.Add(new SFSUserVariable("z", (double)localPlayer.transform.position.z)); userVariables.Add(new SFSUserVariable("rot", (double)localPlayer.transform.rotation.eulerAngles.y)); smartfox.SendUserVariablesRequest(userVariables); localPlayerController.movementDirty = false; } } }
void FixedUpdate() { if (sfs != null) { sfs.ProcessEvents(); // If we spawned a local player, send position if movement is dirty if (localPlayer != null && localPlayerController != null && localPlayerController.MovementDirty) { List <UserVariable> userVariables = new List <UserVariable>(); userVariables.Add(new SFSUserVariable("x", (double)localPlayer.transform.position.x)); userVariables.Add(new SFSUserVariable("y", (double)localPlayer.transform.position.y)); userVariables.Add(new SFSUserVariable("z", (double)localPlayer.transform.position.z)); userVariables.Add(new SFSUserVariable("rot", (double)localPlayer.transform.rotation.eulerAngles.y)); sfs.Send(new SetUserVariablesRequest(userVariables)); localPlayerController.MovementDirty = false; } } }
// Update is called once per frame void Update() { if (img_NhatAnTat.tag == "Active") { img_NhatAnTat.sprite = spt_NhatAnTat_Active; UpDownEffect(obj_NhatAnTat, obj_NhatAnTatPosY, 0.2f); } else { img_NhatAnTat.sprite = spt_NhatAnTat_Deactive; //UpDownEffect(obj_NhatAnTat, obj_NhatAnTatPosY, 0f); } if (img_TienLenTruyenThong.tag == "Active") { img_TienLenTruyenThong.sprite = spt_TienLenTruyenThong_Active; UpDownEffect(obj_TienLenTruyenThong, obj_TienLenTruyenThongPosY, 0.2f); } else { img_TienLenTruyenThong.sprite = spt_TienLenTruyenThong_Deactive; //UpDownEffect(obj_TienLenTruyenThong, obj_TienLenTruyenThongPosY, 0f); } if (img_DemLa.tag == "Active") { img_DemLa.sprite = spt_DemLa_Active; UpDownEffect(obj_DemLa, obj_DemLaPosY, 0.2f); } else { img_DemLa.sprite = spt_DemLa_Deactive; //UpDownEffect(obj_DemLa, obj_DemLaPosY, 0f); } // Proccess Smartfox events if (sfs != null) { sfs.ProcessEvents(); } // Check if Smartfox session ends }
void Update() { // As Unity is not thread safe, we process the queued up callbacks on every frame if (sfs != null) { sfs.ProcessEvents(); } //I will use when the user carry the frame //if (Input.GetKey(KeyCode.Z)) // FramePic.transform.parent = null; if (name != null) { temp.SetTexture("", FramePic.GetComponent <Renderer>().material.mainTexture); FramePic.GetComponent <Renderer>().material.SetTexture("", FramePicforArrange.GetComponent <Renderer>().material.mainTexture); FramePicforArrange.GetComponent <Renderer>().material.SetTexture("", temp.mainTexture); name = null; } }
// Update is called once per frame void Update() { if (sfs != null) { sfs.ProcessEvents(); if (localPlayer != null && localPlayerController != null && localPlayerController.MovementDirty) { List <UserVariable> userVariables = new List <UserVariable>(); userVariables.Add(new SFSUserVariable("x", (double)localPlayer.transform.position.x)); userVariables.Add(new SFSUserVariable("y", (double)localPlayer.transform.position.y)); sfs.Send(new SetUserVariablesRequest(userVariables)); localPlayerController.MovementDirty = false; } } if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter)) { OnSendMessageButtonClick(); } }
private void Update() { if (!inGuild) { return; } if (sfs != null) { sfs.ProcessEvents(); } if (++frameCount % pingRate == 0) { frameCount = 0; if (!isConnected && inGuild && !isConnecting) { Connect(); } } }
void FixedUpdate() { if (sfs != null) { sfs.ProcessEvents(); } if (localPlayer != null && localPlayerController != null && localPlayerController.MovementDirty) { List <UserVariable> userVariables = new List <UserVariable>(); userVariables.Add(new SFSUserVariable("x", (double)localPlayer.transform.position.x)); userVariables.Add(new SFSUserVariable("y", (double)localPlayer.transform.position.y)); userVariables.Add(new SFSUserVariable("rot", (double)localPlayer.transform.rotation.eulerAngles.z)); sfs.Send(new SetUserVariablesRequest(userVariables)); localPlayerController.MovementDirty = false; } if (localPlayer != null && localPlayer.GetComponent <shoot>().shotdirty) { List <UserVariable> userVariables = new List <UserVariable>(); userVariables.Add(new SFSUserVariable("shot", localPlayer.GetComponent <shoot>().shotcount)); sfs.Send(new SetUserVariablesRequest(userVariables)); localPlayer.GetComponent <shoot>().shotdirty = false; } }