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()); }
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>(); }
protected override void Awake() { base.Awake(); var go = new GameObject("NetMatchScene"); netScene = go.AddComponent <NetMatchScene>(); }
protected override void Awake() { base.Awake(); CameraController.Instance.gameObject.SetActive(false); var go = new GameObject("NetMatchScene"); netScene = go.AddComponent <NetMatchScene>(); }
void Start() { nm = GetComponent <NetMatchScene>(); }