void Start() { space = new Space(); GameObject go = GameObject.Find("SocketIO"); socket = go.GetComponent <SocketIOComponent>(); }
// Use this for initialization void Start() { GameObject go = GameObject.Find("SocketIO"); socket = go.GetComponent <SocketIOComponent>(); socket.On("open", TestOpenn); }
public void Start() { socket = gameObject.GetComponent <SocketIOComponent>(); socket.On("smarttouch-start", SmartTouch); socket.On("smarttouch-end", SmartTouch); checkJSON.readJson(); }
// Start is called before the first frame update void Start() { frame = new List <ArrayList>(); GameObject go = GameObject.Find("SocketIO"); socket = go.GetComponent <SocketIOComponent>(); ball1trans = ball1.transform; ball2trans = ball2.transform; ball3trans = ball3.transform; quetrans = que.transform; socket.On("SetReplayBoard", ReplayBoard); socket.On("PlayReplay", PlayReplaying); socket.On("RecieveStrokeCommend", rcvRecommendedStroke); socket.On("ReturnTableRow", ReturnTableRow); socket.On("LastRowReturn", LastRowReturn); ballPoints = new string[3]; // 사용 변수 초기화 //Init(); startREC = false; startReplay = false; replaying = false; }
private void Start() { _socketComponent = GetComponent <SocketIOComponent>(); _msgPanel = FindObjectOfType <MsgPanel>(); _msgPanel.OnSendMessage += _msgPanel_OnSendMessage; ConnectToServer(); }
void Start() { GameObject go = GameObject.Find("SocketIO"); socket = go.GetComponent <SocketIOComponent>(); rend = GetComponent <Renderer>(); }
void Start() { SocketIO = GameObject.Find("SetupSocketConnectionToGame").GetComponent <SocketIOComponent>(); scoreManager = GameObject.Find("ScoreBoard").GetComponent <ScoreManager>(); Connect(); }
public void reInitialize() { io.Close(); io = new SocketIOComponent(Constants.SOCKET_URL); initializeForFirstTime(parent, io, onRcCallBack, onDCCallBack, onGameIsReady, onGameFinished, onEnemyDCAccepted, onReconnectComplete, onReconnectFailed); }
public MultiplayerController(BotManager player, OnReciveCallBack onRcCallBack, OnDisconnect onDCCallBack, OnGameIsReady onGameIsReady, OnGameFinished onGameFinished, OnEnemyDCAccepted onEnemyDCAccepted, OnReconnectComplete onReconnectComplete, OnReconnectFailed onReconnectFailed, OnWeakConectionDetected onWeakConnection, bool isForExistingGame, OnRuleReady onRuleReady) { this.player = player; io = new SocketIOComponent(Constants.SOCKET_URL); reconnectMode = false; eventHandler = new EventHandler(); lastDataTime = 0f; this.onDCCallBack = onDCCallBack; this.onWeakConnection = onWeakConnection; if (!isForExistingGame) { eventHandler.initializeForFirstTime(this, io, onRcCallBack, onDCCallBack, onGameIsReady, onGameFinished, onEnemyDCAccepted, onReconnectComplete, onReconnectFailed); //Thread acceptGameThread = new Thread(new ThreadStart(acceptGame)); //acceptGameThread.Start(); } else { (new Thread(() => { requestGameRule(onRcCallBack, onDCCallBack, onGameIsReady, onGameFinished, onEnemyDCAccepted, onReconnectComplete, onReconnectFailed, onRuleReady); })).Start(); } }
void Start() { socket = GetComponent <SocketIOComponent>(); // This line will set up the listener function socket.On("connectionEstabilished", onConnectionEstabilished); socket.On("foreignMessage", onForeignMessage); socket.On("playerConnection", onPlayerConnection); socket.On("playerDisconnection", onPlayerDisconnection); socket.On("sendCard", onNewHandDistributed); socket.On("otherCard", onOtherCardDistributed); socket.On("roleAssigment", onRoleAssignement); socket.On("gameStarted", onStartGame); socket.On("cardHover", onCardHover); socket.On("revealCard", onCardReveal); socket.On("token", onTokenDistributed); socket.On("newTurnAvailable", onNewTurnAvailable); socket.On("newTurn", onNewTurn); socket.On("endTurn", onEndTurn); socket.On("defausse", onDefausseSent); socket.On("handFlip", onPlayerHandFlip); socket.On("allHandFlipped", onAllHandFlipped); socket.On("GoodGuysWin", onGoodGuysWin); socket.On("BadGuysWin", onBadGuysWin); timeBomb = GameObject.Find("GameManager").GetComponent <TimeBomb>(); uiManager = GameObject.Find("GameManager").GetComponent <UIManager>(); }
//GameManager gameManager; void Start() { //Makes this object stay throughout the entire scene if (dontDestroyOnLoad) { DontDestroyOnLoad(transform.gameObject); } network = FindObjectOfType <NetworkManager> (); //Find the Socket Component in the Game Scene GameObject go = GameObject.Find("SocketIO"); socket = go.GetComponent <SocketIOComponent>(); //Register what kind of messages the client receives socket.On("ConnectionTest", NetTest); socket.On("JoinRoom", NetLogin); //socket.On ("Response", NetResponse); socket.Connect(); //Start Connection Test if (socket.IsConnected) { //Debug.Log ("Connected to Server!"); StartCoroutine("ConnectionTest"); } else { Debug.Log("Not Connected..."); } }
void Start() { _socket = GameObject.Find("Socket").GetComponent<SocketIOComponent>(); _socket.On("name", SetName); _socket.On("otherStart", otherStart); _socket.On("disconnection", dc); }
// Use this for initialization void Start() { GameObject go = GameObject.Find("SocketIO"); socket = go.GetComponent <SocketIOComponent>(); Debug.Log("Connected"); // Application.runInBackground = true; // StartCoroutine(playVideo()); if (backCam == null) { backCam = new WebCamTexture(230, 200); } GetComponent <Renderer>().material.mainTexture = backCam; if (!backCam.isPlaying) { backCam.Play(); } //Debug.Log("Send something1"); //StartCoroutine("BeepBoop"); StartCoroutine("BeepBoop"); }
void Start() { socketHost = Game.instance.socketHost; socket = socketHost.GetComponent <SocketIOComponent>(); socket.On("MOVE_BACTERIA", MoveBacteria); rb = GetComponent <Rigidbody>(); }
void Start() { _MessageFunctionMapper = new Dictionary <string, Delegate>() { { SceneNames.Lobby, (Action <Base>)OnLobbyMessage }, { SceneNames.Game, (Action <Base>)OnGameMessage }, }; _Socket = GetComponent <SocketIOComponent>(); _Socket.On(Command.CONNECT, e => { Debug.Log("Connected to server"); IsConnectedToServer = true; StartCoroutine("Authenticate"); OnConnected?.Invoke(); }); _Socket.On(Command.DISCONNECT, e => { Debug.LogError("Disconnected from server"); IsConnectedToServer = false; OnDisconnected?.Invoke(); }); _Socket.On(Command.MESSAGE, OnMessage); _Socket.On(Command.GAME_UPDATE, OnGameUpdate); LobbyStart(); GameStart(); }
void Start() { Socket = GameObject.Find("SocketIO").GetComponent <SocketIOComponent>(); Socket.On("player_id", RetrievePlayerId); Socket.On("room_data", RefreshGame); Socket.On("update_ball", BallUpdate); Socket.On("enter_room", EnterRoom); Socket.On("exit_room", ExitRoom); Socket.On("is_pivot", IsPivot); Socket.On("update_pivot", IsPivot); Socket.On("delete", DeleteHandler); Socket.On("message", MessageHandler); /*Socket.On("exit_room", ExitedRoom); * Socket.On("start", Start); * Socket.On("end", End); * Socket.On("respawn", Respawn); * Socket.On("room_data", RefreshRoom); * Socket.On("remove_object", RemoveObject);*/ StartCoroutine(Connect()); Debug.Log("Socket: " + Socket.IsConnected); }
void Start() { socket = GetComponent <SocketIOComponent>(); //playerManager = GameObject.Find("Player Manager").GetComponent<playerManager>(); // The lines below setup 'listener' functions // Connection/Room Functions socket.On("connectionmessage", onConnectionEstabilished); socket.On("playerConnected", OnPlayerConnected); socket.On("roomUsers", LoadRoomUsers); socket.On("joinedRoom", JoiningRoom); socket.On("roomNotFound", RoomError); socket.On("ping", Ping); socket.On("playerDisconnect", PlayerDisconnected); // Game Functions socket.On("loadGame", LoadBoardScene); socket.On("loadTurnOrder", LoadTurnOrder); socket.On("declareTurn", DeclareTurn); socket.On("diceRoll", DiceRolled); // Minigames General socket.On("minigamesList", LoadActiveMinigames); socket.On("minigame", SelectedMinigame); socket.On("setMinigameReady", SetPlayerReadyUI); socket.On("startMinigame", StartMinigame); socket.On("receiveMinigameData", ReceiveMinigameData); socket.On("minigameResult", MinigameWinner); socket.On("winnerRoll", MinigameReward); }
// Start is called before the first frame update void Start() { socket = GetComponent <SocketIOComponent>(); socket.On("open", OnConnected); socket.On("disconnected", OnDisconnected); socket.On("message.sent", OnListenerMessage); }
void Start() { socket = this.gameObject.GetComponent <SocketIOComponent>(); // Listening to Events on the socket socket.On("SET_TURN", OnParentsReceived); }
void Start() { //Cursor.lockState = CursorLockMode.Locked; //Loading the server manager GameObject go = GameObject.Find("SocketIO"); socket = go.GetComponent <SocketIOComponent>(); //for testing quantization // double xpos = transform.position.x; // xpos = xpos * Math.Pow(2,11); // print(xpos); // ushort shortxpos = Convert.ToUInt16(xpos); // print(shortxpos); // string xbin = BitConverter.ToString(BitConverter.GetBytes(shortxpos), 0).Replace("-",""); // print(xbin); // int NumberChars = xbin.Length; // byte[] bytes = new byte[NumberChars / 2]; // for (int i = 0; i < NumberChars; i += 2){ // bytes[i / 2] = Convert.ToByte(xbin.Substring(i, 2), 16); // } // ushort newx = BitConverter.ToUInt16(bytes, 0); // print (newx); // double fnewx = newx/ (Math.Pow(2,11)); // print((float)fnewx); }
public override void OnStartState(IStateMachine stateMachine, params object[] args) { base.OnStartState(stateMachine, args); this.Inject(); //userData.Load(); _socket = GameObject.FindObjectOfType <SocketIOComponent>(); if (!_socket.isConnected) { AppConfig.LoadByUrlAsync().ContinueWith(json => { var config = BaseBootStrapper.OnConfigLoaded(json); _socket.url = config.Main.LobbyAddress; _socket.Connect(); StartCoroutine(_InitNetworkReady()); }); } else { SetToNextState(); } }
void Start() { //set socket reference socket = FindObjectOfType <SocketIOComponent>(); socket.url = "ws://52.0.195.188:3001/socket.io/?EIO=4&transport=websocket"; //Register UI and other event listeners socket.On("playerCodeCreated", receiveCode); socket.On("connectionError", receiveError); socket.On("playerDisconnected", playerDisconnect); socket.On("challengePosted", challengeRecieved); socket.On("challengeCanceled", challengeCancelled); socket.On("challengeAccepted", challengeAccepted); socket.On("challengeRejected", challengeRejected); socket.On("disconnectFromRoom", disconnectFromRoom); socket.On("beginGame", beginGame); socket.On("draw", draw); socket.On("distraction", showDistraction); socket.On("endDraw", endDraw); socket.On("gameUpdate", gameUpdate); socket.On("suggestAIMatch", suggestAIMatch); socket.On("ping", ping); socket.On("pingResult", pingResult); socket.On("sendLeaderboard", receiveLeaderboard); socket.On("sendAppearances", setAppearances); StartCoroutine(requestCode()); }
// Use this for initialization void Start() { connected = false; sent = false; DontDestroyOnLoad(gameObject); learningAgents = GameObject.FindGameObjectsWithTag("agent"); learningAgentsReferences = new List <AgentBehaviourRemote>(); foreach (var item in learningAgents) { learningAgentsReferences.Add(item.GetComponent <AgentBehaviourRemote>()); } foreach (var item in learningAgentsReferences) { Debug.Log(item.name.Substring(5)); } GameObject go = GameObject.Find("SocketIO"); socket = go.GetComponent <SocketIOComponent>(); socket.On("open", ServerOpen); socket.On("error", ServerError); socket.On("close", ServerClose); socket.On("doAction", doAction); socket.On("getNextAction", getNextAction); }
// Use this for initialization void Start() { useridArray = new ArrayList(); rankArray = new ArrayList(); LeaderFinalList = new ArrayList(); lbDict = new Dictionary <string, string> (); finalLBDict = new Dictionary <string, string> (); nameArray = new ArrayList(); scoreArray = new ArrayList(); armourArray = new ArrayList(); weaponsArray = new ArrayList(); coinsArray = new ArrayList(); userData = new Dictionary <string, string> (); userData.Add("appName", "MonkeyGod"); userData.Add("email", "*****@*****.**"); userData.Add("name", "nag"); userData.Add("pic", "not available"); userData.Add("country", "india"); userData.Add("city", "hyd"); userData.Add("deviceToken", "not available"); userData.Add("mobileId", "54854"); userData.Add("mobileModel", "samsung"); userData.Add("gender", "male"); userData.Add("os", "ios"); str = "{\"appName\":\"MonkeyGod\",\"email\" : \"[email protected]\", \"name\" : \"nag\",\"pic\" : \"not available\",\"country\" : \"india\",\"city\" : \"hyd\",\"deviceToken\" : \"not existed\",\"mobileId\" : \"54854\",\"mobileModel\" : \"samsung\",\"gender\" : \"male\",\"os\" : \"android\"}"; lbData = new Dictionary <string, string>(); lbData.Add("appName", "MonkeyGod"); lbData.Add("leaderBoardName", "MonkeyGodLeaderBoard"); lbData.Add("startValue", "0"); lbData.Add("endValue", "9"); scoreData = new Dictionary <string, string>(); scoreData.Add("appName", "MonkeyGod"); scoreData.Add("leaderBoardName", "MonkeyGodLeaderBoard"); scoreData.Add("score", "100"); data = new Dictionary <string, string>(); data["appName"] = "MonkeyGod"; jsonObj = new JSONObject(str); go = GameObject.Find("SocketIO"); socket = go.GetComponent <SocketIOComponent> (); socket.On("open", TestOpen); socket.On("error", TestError); socket.On("test", test); socket.On("loginWithMail", loginWithMail); socket.On("globalLeaderBoard", globalLeaderBoard); socket.On("getUserInfo", getUserInfo); socket.On("addScoreToLeaderBoard", addScoreToLeaderBoard); socket.On("welcome", welcome); socket.On("getSessionPowerInfo", getSessionPowerInfo); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody2D> (); sc = GameObject.Find("ServerConnect").GetComponent <ServerConnect> (); tc = GameObject.Find("TurnController").GetComponent <TurnController> (); Socket = sc.Socket; }
// Use this for initialization void Start() { _socket = GameObject.Find("SocketIO").GetComponent <SocketIOComponent>(); _socket.On("open", OnOpen); _socket.On("steer", OnSteer); _socket.On("manual", onManual); _carController = CarRemoteControl.GetComponent <CarController>(); }
public void Start() { videoTexture = new Texture2D(width, height); GameObject go = GameObject.Find("SocketIO"); socket = go.GetComponent <SocketIOComponent>(); socket.On("canvas", PonerTextura); }
public void Start() { GameObject go = GameObject.Find("SocketIO"); socket = go.GetComponent <SocketIOComponent>(); socket.On("open", OnConnect); }
// Use this for initialization void Start() { GameObject go = GameObject.Find("SocketIO"); socket = go.GetComponent <SocketIOComponent>(); socket.On("s2m_seat_all", OnSeatAll); }
// Use this for initialization void Start() { sc = GameObject.Find("ServerConnect").GetComponent <ServerConnect> (); tc = GameObject.Find("TurnController").GetComponent <TurnController> (); sw = GameObject.Find("StopWatch").GetComponent <StopWatch>(); Socket = sc.Socket; }