void Reset() { hasReceivedMode = false; hasReceivedTrace = false; hasReceivedTags = false; hasReceivedObjects = false; sentTraceToDB = false; // Request information from the server to get started. // XXX(kasiu) REMOVE THE ELSE WHEN WE DEPLOY PLEASE. if (Network.isClient) { DebugConsole.Log("We're prodding the server for info."); NetworkClient.Instance.SendServerMess(NetworkClient.MessType_ToServer.SNGRequestNewGame, ""); NetworkClient.Instance.SendServerMess(NetworkClient.MessType_ToServer.SNGRequestTrace, ""); } else { // Load a proxy so we can debug things in the editor. Debug.Log("We're loading a proxy game because we're probably in the editor."); SetMode(ProxyGameGenerator.SelectRandomScoringMode()); SetObjectList(ProxyGameGenerator.SelectRandomObjectSet(7)); SetTagList(ProxyGameGenerator.SelectRandomTagSet(mode)); SetPartnerTrace(ProxyGameGenerator.SelectRandomPartnerTrace(objectList, tagList, 0.0f, GameState.Singleton.MaxTime, GameState.Singleton.ScoringMode)); } }
public void Reset() { hasReceivedMode = false; hasReceivedTrace = false; hasReceivedTags = false; hasReceivedObjects = false; // Request information from the server to get started. // XXX(kasiu) REMOVE THE ELSE WHEN WE DEPLOY PLEASE. if (Network.isClient) { DebugConsole.Log("We're prodding the server for info."); NetworkClient.Instance.SendServerMess(NetworkClient.MessType_ToServer.SNGRequestGameMode, ""); } else { // Load a proxy so we can debug things in the editor. Debug.Log("We're loading a proxy game because we're probably in the editor."); SetMode(ProxyGameGenerator.SelectRandomScoringMode()); } SetObjectList(); // HACK (kasiu): Need this for InfoGUI to label early. GameState.Singleton.labelTags = new List <string>(); GameState.Singleton.labelTags.Add("Hardware Store"); }