void Start () { player = GameObject.FindGameObjectWithTag ("Player").GetComponent<PlayerMovement> (); gun = player.GetComponentInChildren<Gun> (); missiles = player.GetComponentInChildren<MissileLauncher> (); participants = GameObject.FindGameObjectWithTag ("Participants").GetComponent<ParticipantManager> (); targetHold = targetLookDelay; }
public ArrowToTgtRenderer(Camera cam, Color color, Material material) { this.cam = cam; this.color = color; this.material = material; participants = GameObject.FindGameObjectWithTag("Participants").GetComponent<ParticipantManager>(); origin = new Vector3(Screen.width / 2f, Screen.height / 2f, 0); }
public RTPMessageSender(IPEndPoint ep, PresenterModel model, ClassroomModel classroom) { this.m_Model = model; this.m_Classroom = classroom; this.m_RtpLocalParticipant = new RtpLocalParticipant(this.m_Model.Participant); using(Synchronizer.Lock(this)) { // Register the stream event listeners first, since otherwise there would be a chance // that streams could be added between creating the RtpSession (which connects immediately). this.m_ParticipantManager = new ParticipantManager(this); this.m_RtpSession = new RtpSession(ep, this.m_RtpLocalParticipant, true, true); // TODO: Choose a meaningful value for the RtpSender name. ushort fec; short interpacketdelay; using (Synchronizer.Lock(model.SyncRoot)) { using (Synchronizer.Lock(model.ViewerState.SyncRoot)) { fec = (ushort)model.ViewerState.ForwardErrorCorrection; interpacketdelay = (short)model.ViewerState.InterPacketDelay; } } if( fec == 0 ) this.m_RtpSender = this.m_RtpSession.CreateRtpSender( "Classroom Presenter", PayloadType.dynamicPresentation, null ); else this.m_RtpSender = this.m_RtpSession.CreateRtpSenderFec( "Classroom Presenter", PayloadType.dynamicPresentation, null, 0, fec ); this.m_RtpSender.DelayBetweenPackets = interpacketdelay; // Initialize the message chunking utilities. this.m_Encoder = new Chunk.ChunkEncoder(); // TODO: Make the buffer size dynamic, ie., grow if we send a single very large message. // Make the buffer store up to 5MB worth of data. this.m_FrameBuffer = new FrameBuffer(5 * 1024 * 1024 / this.m_Encoder.MaximumChunkSize); // Create the NackManager which is responsible for sending NACKs on behalf of // our set of RTPMessageReceivers. this.m_NackManager = new RTPNackManager(this, this.m_Classroom); } // Create network services outside of the "lock(this)" so they can lock their own objects // without worrying about locking order. // Create the PresenterNetworkService which will watch for changes to the model and send messages. this.m_PresenterNetworkService = new PresenterNetworkService(this, this.m_Model); // Create the StudentSubmissionsNetworkService which will watch for requests to submit and send messages. this.m_StudentSubmissionNetworkService = new StudentSubmissionNetworkService(this, this.m_Model); // Create the SynchronizationNetworkService which will watch for all synchronization messages. this.m_SynchronizationNetworkService = new SynchronizationNetworkService( this, this.m_Model ); // Create the ScriptingNetworkService which will watch for all scripting messages. this.m_ScriptingNetworkService = new ScriptingNetworkService( this, this.m_Model ); // Create the BeaconService which will broadcast periodic information about the presentation. this.m_BeaconService = new Beacons.DefaultBeaconService(this, this.m_Model); }
void Start() { participants = GameObject.FindGameObjectWithTag("Participants").GetComponent<ParticipantManager>(); cam = gameObject.GetComponent<Camera> (); // Set GUI styles style = new GUIStyle(); lockedStyle = new GUIStyle (); allyStyle = new GUIStyle (); style.fontSize = lockedStyle.fontSize = allyStyle.fontSize = fontSize; style.clipping = lockedStyle.clipping = allyStyle.clipping = TextClipping.Overflow; style.normal.textColor = color; lockedStyle.normal.textColor = lockedColor; allyStyle.normal.textColor = allyColor; InvokeRepeating ("Flicker", flickerDuration, flickerDuration); gunCross = new GunCrossRenderer (gunCrossWidth, cam, allyColor); arrow = new ArrowToTgtRenderer(cam, allyColor, material); }