// ------------------------------------------------------------------------------------------------------------------- private void Awake() { m_instance = this; m_objectsToSimulate = new List <LockstepSimulation> (); m_commandQueueMine = new Queue <Command> (); NetworkManager.instance.OnEnterMultiplayer += OnEnterMultiplayer; NetworkManager.instance.OnGameSetup += OnGameSetup; m_initialized = false; m_state = State.RunningSinglePlayer; // Must be the same on all machines sharing a multiplayer game! m_simulationDeltaTime = 0.02f; // TODO: Should be Time.fixedDeltaTime, hard coded now to be able to simulate lag using fixedDeltaTime. }
static void Main(string[] args) { Lockstep lockstep = new Lockstep(NetworkManager.PType.Tcp, "127.0.0.1", 2551); }
public void Test1() { Lockstep lockstep = new Lockstep(NetworkManager.PType.Tcp, "127.0.0.1", 2551); }
protected override void OnExecute(Lockstep.Command com) { MovementGroupHandler.Execute (com); }