void Start() { lobbyHooks = GetComponent <LobbyHook>(); currentPanel = mainMenuPanel; backButton.gameObject.SetActive(false); SetServerInfo("Offline", "None"); }
// Use this for initialization void Start() { Instance = this; _lobbyHooks = GetComponent <LobbyHook>(); DontDestroyOnLoad(gameObject); SwitchPanel(MainMenuPanel); }
// Use this for initialization void Start() { _lobbyHook = GetComponent <LobbyHook>(); Instance = this; DontDestroyOnLoad(gameObject); HostGame(); }
void Start() { Screen.orientation = ScreenOrientation.Portrait; s_Singleton = this; _lobbyHooks = GetComponent <LobbyHook>(); currentPanel = mainMenuPanel; backButton.gameObject.SetActive(false); GetComponent <Canvas>().enabled = true; DontDestroyOnLoad(gameObject); SetServerInfo("Offline", "None"); background.SetActive(true); int quoteNo = UnityEngine.Random.Range(0, feedbackList.Count - 1); Feedback.text = "\"" + feedbackList[quoteNo] + "\""; #if UNITY_ANDROID settingsButton.gameObject.SetActive(false); hostButton.gameObject.SetActive(false); joinButton.GetComponent <RectTransform>().localPosition -= new Vector3(0, 60, 0); #else //joinButton.gameObject.SetActive(false); #endif }
void Start() { instance = this; DontDestroyOnLoad(gameObject); lobbyHook = GetComponent <LobbyHook>(); backDelegate = Back_MainScene; }
void Start() { instance = this; lobbyHook = GetComponent <LobbyHook>(); //DontDestroyOnLoad(gameObject); removed bc makes too much }
private void Start() { instance = this; backButton.gameObject.SetActive(false); ipAdress.gameObject.SetActive(false); roomSettingButton.gameObject.SetActive(false); GetComponent <Canvas>().enabled = true; DontDestroyOnLoad(gameObject); lobbyHooks = GetComponent <LobbyHook> (); }
// Use this for initialization void Start() { //LobbyDetails = Resources.FindObjectsOfTypeAll<LobbyDetails>()[0]; //LobbyDetails = GameObject.Find("LobbyDetails").GetComponent<LobbyDetails>(); _lobbyHook = GetComponent<LobbyHook>(); Instance = this; CurrentPanel = MainMenuPanel; DontDestroyOnLoad(gameObject); //SetServerInfo("Offline", "None"); }
void Start() { s_Singleton = this; lobbyHooks = GetComponent <LobbyHook>(); currentPanel = mainMenuPanel; backButton.gameObject.SetActive(false); GetComponent <Canvas>().enabled = true; DontDestroyOnLoad(gameObject); SetServerInfo("Offline", "None"); }
void Start() { s_Singleton = this; _lobbyHooks = GetComponent<LobbyHook>(); currentPanel = mainMenuPanel; backButton.gameObject.SetActive(false); GetComponent<Canvas>().enabled = true; DontDestroyOnLoad(gameObject); SetServerInfo("Offline", "None"); }
void Start() { //This will run when the game starts, so put this here to prevent devices to go to sleep mode Screen.sleepTimeout = SleepTimeout.NeverSleep; connectionConfig.NetworkDropThreshold = 90; networkEventReceiver = networkEventReceiverObject.GetComponent <INetworkEventReceiver>(); s_Singleton = this; _lobbyHooks = GetComponent <LobbyHook>(); GetComponent <Canvas>().enabled = true; DontDestroyOnLoad(gameObject); }
void Start() { s_Singleton = this; _lobbyHooks = GetComponent <Prototype.NetworkLobby.LobbyHook>(); DontDestroyOnLoad(gameObject); }
private void Awake() { lobbyHook = LobbyHook.Hook; lobbyHook.RegisterPlayerAddedHandler(Refresh); lobbyHook.RegisterPlayerRemovedHandler(Refresh); }
private void Start() { GameManage.Register(GameEventType.Start_LanGame, LanGame);//注册加入局域网事件 lobbyHook = GetComponent <LobbyHook>(); }
private void Awake() { currentPage = 0; lobbyHook = LobbyHook.Hook; lobbyHook.RegisterMatchListHandler(Refresh); }
void Start() { lobbyHooks = GetComponent <LobbyHook>(); currentPanel = mainMenuPanel; }
private void Awake() { lobbyHook = LobbyHook.Hook; }