void Start() { connectionAdapter = (ConnectionAdapter)FindObjectOfType(typeof(ConnectionAdapter)); if (connectionAdapter == null) { Debug.LogError("SocketIOAdapter: No object of type ConnectionAdapter was found in the scene."); } socketSim = SocketIOEditorSimulator.Instance; if (socketSim == null) { Debug.LogError("SocketIOAdapter: No SocketIOEditorSimulator.Instance was found in the scene."); } netUpdateHandler = NetworkUpdateHandler.Instance; if (netUpdateHandler == null) { Debug.LogError("SocketIOAdapter: No netUpdateHandler was found in the scene."); } SetName(); }
public void Start() { var instMgr = GameObject.Find(InstantiationManagerName); if (!instMgr) { throw new System.Exception($"You must have a GameObject named {InstantiationManagerName} in your scene."); } _ClientSpawnManager = instMgr.GetComponent <ClientSpawnManager>(); if (!_ClientSpawnManager) { throw new System.Exception($"{InstantiationManagerName} must have a ClientSpawnManager component."); } var netMgr = GameObject.Find(NetworkManagerName); if (!netMgr) { throw new System.Exception($"You must have a GameObject named {NetworkManagerName} in your scene."); } _NetworkUpdateHandler = netMgr.GetComponent <NetworkUpdateHandler>(); if (!_NetworkUpdateHandler) { throw new System.Exception($"{NetworkManagerName} must have a NetworkUpdateHandler component."); } }
public void Send() { var message = JsonUtility.ToJson(this); #if UNITY_WEBGL && !UNITY_EDITOR NetworkUpdateHandler.BrowserEmitMessage(message); #else //TODO(Brandon): find a way to use SocketIOEditorSimulator from here #endif }
void Start() { entityManager = World.DefaultGameObjectInjectionWorld.EntityManager; netUpdateHandler = NetworkUpdateHandler.Instance; if (netUpdateHandler == null) { throw new System.Exception("NetworkUpdateHandler instance not found."); } }
IEnumerator Start() { netUpdateHandler = NetworkUpdateHandler.Instance; if (netUpdateHandler == null) { throw new System.Exception("NetworkUpdateHandler instance not found."); } //WebGLMemoryStats.LogMoreStats("MainClientUpdater Start BEFORE"); entityManager = World.DefaultGameObjectInjectionWorld.EntityManager; //if we are missing our avatarentitygroup in editor try to get it from our game object if (!mainClientAvatarEntityGroup) { mainClientAvatarEntityGroup = GetComponent <AvatarEntityGroup>(); } if (!mainClientAvatarEntityGroup) { Debug.LogError("No mainclientAvatarEntityGroup found in MainClientUpdater.cs to use to send updates to network", gameObject); } //cashe our avatar transform references (headEntityTransform, leftHandEntityTransform, rightHandEntityTransform) = (mainClientAvatarEntityGroup.avatarComponent_Head.transform, mainClientAvatarEntityGroup.avatarComponent_hand_L.transform, mainClientAvatarEntityGroup.avatarComponent_hand_R.transform); //get references to AnimControllers to send anim state info (leftHandAnimator, rightHandAnimator) = (leftHandEntityTransform.GetComponent <Animator>(), rightHandEntityTransform.GetComponent <Animator>()); if (!rightHandAnimator || !leftHandAnimator) { Debug.LogError("We are missing our Animator Controller from our hands in MainClientUpdater"); } //WebGLMemoryStats.LogMoreStats("MainClientUpdater Start IN_MIDDLE"); //Wait for the avatar to finish loading to allow us to continue and start sending updates yield return(new WaitUntil(() => { return GameStateManager.Instance.isAvatarLoadingFinished; })); //Register our OnUpdate funcion to start sending updates GameStateManager.Instance.RegisterUpdatableObject(this); //Grab current position of hands to detect if they have moved to avoid rendering them when they havent; leftHandOriginalLocalPosition = mainClientAvatarEntityGroup.avatarComponent_hand_L.transform.localPosition; rightHandOriginalLocalPosition = mainClientAvatarEntityGroup.avatarComponent_hand_R.transform.localPosition; }
public void Start() { if (socketIODisplay == null) { Debug.LogError("socketIODisplay Text component was not assigned in ConnectionAdapter"); } NetworkUpdateHandler netHandler = NetworkUpdateHandler.Instance; KomodoEventManager.StartListening("connection.leaveAndRejoin", () => { SocketIOAdapter.Instance.LeaveAndRejoin(); }); KomodoEventManager.StartListening("connection.closeConnectionAndRejoin", () => { SocketIOAdapter.Instance.CloseConnectionAndRejoin(); }); }