void OnEnable() { room_ID_text.text = gameController.room_ID.ToString(); serverReceiveIndex = networkController.AddSubscriptor(new Subscriptor(OnReceive, new M2C_Command[2] { M2C_Command.M2C_LINK, M2C_Command.M2C_WAIT_FIRE })); }
void OnEnable() { onReceive = false; serverReceiveIndex = networkController.AddSubscriptor(new Subscriptor(OnReceive, new M2C_Command[2] { M2C_Command.M2C_CREATE, M2C_Command.M2C_JOIN })); }
// when the phase begin void OnEnable() { mainCamera.orthographicSize = gameController.width_length * gameController.height_length / 2; table.transform.localScale = new Vector3(gameController.width_length, 1, gameController.height_length); tableWidth = table.GetComponent <MeshRenderer> ().bounds.size.x; tableHeight = table.GetComponent <MeshRenderer> ().bounds.size.z; float xAdjust = tableWidth / 2; float zAdjust = tableHeight / 2; directionMap = new List <Vector3>(new Vector3[] { new Vector3(0, 0, 0), new Vector3(xAdjust, 0, zAdjust / 2), new Vector3(xAdjust, 0, -zAdjust / 2), new Vector3(0, 0, -zAdjust), new Vector3(-xAdjust, 0, -zAdjust / 2), new Vector3(-xAdjust, 0, zAdjust / 2), new Vector3(0, 0, zAdjust) }); offsetMap = new List <Vector3>(new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(1, 0, 0) }); parent = GameObject.Find("GamePlayPhase"); isPlaying = true; lastDistance = 0.0f; highestScore = 0.0f; forceMultiplication = 20; serverReceiveIndex = networkController.AddSubscriptor(new Subscriptor(OnReceive, new M2C_Command[2] { M2C_Command.M2C_CROSS, M2C_Command.M2C_SCORE })); Init_Table(); }
void OnEnable() { nickName_InputField.text = PlayerPrefs.GetString("NickName"); onReceive = false; serverReceiveIndex = networkController.AddSubscriptor(new Subscriptor(OnReceive, new Command[1] { Command.M2C_ROOM })); }
void OnEnable() { waitingPlayerHandlers = new List <WaitingPlayerHandler> (); onReceive = false; serverReceiveIndex = networkController.AddSubscriptor(new Subscriptor(OnReceive, new Command[3] { Command.M2C_ROOM, Command.M2C_PING_VALUE, Command.M2C_READY })); ConstructRoom(gameController.room_String); }