public UnitySocket() { OnSocketDataArrival = UnPacket; OnSocketDisconnected = OnSocketDisconnectedHandler; reconnect_Lock = false; queue_cmd = new Queue <short> (); queue_ret = new Queue <short> (); queue_payloads = new Queue <byte[]> (); queue_LogError = new Queue <string> (); InitTimer(); TimerMgr.UpdateTime("socketRuning" + UnityEngine.Random.Range(0f, 1f), () => { Updated(); }); }