void Start() { //closeSocket(); //setupSocket(); sendDataAction = new UnityAction <string>(wifiThread); sendDataEvent = new SendDataEvent(); sendDataEvent.AddListener(sendDataAction); }
// Use this for initialization void Start() { status = true; //gameObject.SetActive(true); dataReceivedAction = new UnityAction <JObject>(done); dataReceivedEvent = new DataReceivedEvent(); dataReceivedEvent.AddListener(dataReceivedAction); dataWaitingAction = new UnityAction <string>(wait); dataWaitingEvent = new SendDataEvent(); dataWaitingEvent.AddListener(dataWaitingAction); }
public void SendData(Data d) { try { new Thread(delegate() { SendDataEvent.Invoke(d); }).Start(); } catch (Exception e) { Console.WriteLine(e.StackTrace); } }
protected virtual void OnSendDataEvent(object obj) { SendDataEvent?.Invoke(obj); }