Пример #1
0
    void Start()
    {
        DontDestroyOnLoad(transform.gameObject);
        this.Client = GameObject.Find("Network").GetComponent <Client>();
        this.Client.MessageScoreUpdateEvent          += Client_MessageScoreUpdateEvent;
        this.Client.MessageBuildingConstructionEvent += Client_MessageBuildingConstructionEvent;
        this.Client.MessageBuildingDestructionEvent  += Client_MessageBuildingDestructionEvent;
        //this.Client.MessageTrophyWonEvent += Client_MessageTrophyWonEvent;
        this.Client.MessageChallengeFinalSuccessRateEvent += Client_MessageChallengeFinalSuccessRateEvent;

        this.TrophyManager = GameObject.Find("Trophies").GetComponent <TrophyManager>();
        this.TrophyManager.TrophyObtained += TrophyManager_TrophyObtained;

        this.ScoreCount = 0;
        this.filePath   = ConstantsLoader.getConstant(TypeConstant.fileScores);

        this.scores = new List <Tuple <int, string, int, int, int, float> >();
        this.ChallengeSuccessRate = new List <float>();
        for (int i = 0; i < 4; i++)
        {
            this.ChallengeSuccessRate.Add(0);
        }
        loadPreviousScores();

        this.BuildingCount = 0;
        this.MedalCount    = 0;
    }
Пример #2
0
    void Start()
    {
        sendingPort   = Int32.Parse(ConstantsLoader.getConstant(TypeConstant.networkSendingPort));
        listeningPort = Int32.Parse(ConstantsLoader.getConstant(TypeConstant.networkListeningPort));
        serverIP      = ConstantsLoader.getConstant(TypeConstant.networkServerIP);

        _client = new UdpClient();
        _client.Connect(this.serverIP, this.sendingPort);
        UnityEngine.Debug.Log("Starting client...");

        _continue   = true;
        _thListener = new Thread(new ThreadStart(ThreadListener));
        _thListener.Start();

        StartCoroutine(sendingProcess());
    }
Пример #3
0
 void Start()
 {
     this.listeningPort = Int32.Parse(ConstantsLoader.getConstant(TypeConstant.networkListeningPort));
 }