void Awake() { _instance = this; _stateController = new StateBase(); _stateController.Start(); _curState = _stateController.State; _audio = GameObject.Find("Audio").GetComponent <AudioSource>(); players = new List <Player>(); _winnerPlayer = null; }
private void RpcSyncState(StateBase.ESubState newState) { if (_curState != newState) { _curState = newState; } if (_stateController.State != newState) { _stateController.State = newState; } }
public void OnStateChanged(StateBase.ESubState newState) { if (_curState != newState) { _curState = newState; } if (isServer) { RpcSyncState(newState); } }
private void Awake() { // First we check if there are any other instances conflicting /*if (Instance != null && Instance != this) * { * // If that is the case, we destroy other instances * Destroy(gameObject); * }*/ Instance = this; DontDestroyOnLoad(gameObject); _stateController = new StateBase(); _stateController.Start(); _curState = _stateController.State; _audio = GetComponent <AudioSource>(); //players = new List<Player>(); _winnerPlayer = null; StartNormalGame(); }
private void OnCurrentStateChanged(StateBase.ESubState newState) { _stateController.State = newState; }
public void OnStateChanged(StateBase.ESubState newState) { _curState = newState; }