void Start() { Ip = GetIp(); myHandController = HandContainner.GetComponentInChildren <MyHandController>(); unetClientBase = gameObject.GetComponent <UnetClientBase>(); unetClientBase.ConnectionEvent += UnetClientBase_ConnectionEvent; unetClientBase.DisconnectionEvent += UnetClientBase_DisconnectionEvent; unetClientBase.DataEvent += UnetClientBase_DataEvent; }
// Use this for initialization void Start() { UnetClientBase = gameObject.GetComponent <UnetClientBase>(); UnetClientBase.ConnectionEvent += UnetClientBase_ConnectionEvent; UnetClientBase.DisconnectionEvent += UnetClientBase_DisconnectionEvent; UnetClientBase.DataEvent += UnetClientBase_DataEvent; StartCoroutine(connectToServer()); }
void Start() { Ip = GetIp(); myHandController = HandContainner.GetComponentInChildren <MyHandController>(); UnityEngine.Debug.Log(myHandController); unetClientBase = gameObject.GetComponent <UnetClientBase>(); unetClientBase.ConnectionEvent += UnetClientBase_ConnectionEvent; unetClientBase.DisconnectionEvent += UnetClientBase_DisconnectionEvent; unetClientBase.DataEvent += UnetClientBase_DataEvent; myHandController.Success += MyHandController_Success; ConnectedToServer(); }
// Use this for initialization void Start() { unetClientBase = gameObject.GetComponent <UnetClientBase>(); Debug.Log(GetIp()); IpInput.text = GetIp(); int.TryParse(PortInput.text, out port); if (port < 1000) { port = 9696; } unetClientBase.ConnectionEvent += UnetClientBase_ConnectionEvent; unetClientBase.DisconnectionEvent += UnetClientBase_DisconnectionEvent; unetClientBase.DataEvent += UnetClientBase_DataEvent; }