void UpdateState() { bool isStateChanged = false; if (state != stateLast) { isStateChanged = true; stateLast = state; } switch (state) { case State.OpenConnection: { if (isStateChanged) { connectionAgent.RegisterCmdHandler(Cmd.socket_open, OnSocketOpen); connectionAgent.connection.OpenConnention(); break; } } break; case State.PlayerJoin: { if (isStateChanged) { connectionAgent.RegisterCmdHandler(Cmd.player_join_done, OnPlayerJoinDone); PlayerJoin(); } } break; case State.AuotPlaying: { UpdateAutoPlayingState(); } break; } }
void Start() { connectionAgent.RegisterCmdHandler(Cmd.socket_open, OnSocketOpen); connectionAgent.RegisterCmdHandler(Cmd.player_join_done, OnPlayerJoinDone); connectionAgent.RegisterCmdHandler(Cmd.player_transform, OnPlayerTransform); }