public void SetUp() { _gameObject = GameObject.CreatePrimitive(PrimitiveType.Cube); _networkController = _gameObject.AddComponent<NetworkController>(); _carBehaviour = _gameObject.AddComponent<CarBehaviour>(); _server = _gameObject.AddComponent<Server>(); NetworkView = new Mock<INetworkView>(); _networkController.NetworkView = NetworkView.Object; _carBehaviour.NetworkView = NetworkView.Object; MainScript.NetworkController = _networkController; }
void Update() { if (Environment == Environment.PC && Input.GetKeyDown(KeyCode.Delete)) { NetworkController.CloseClient(); Application.Quit(); } if (!NetworkController.IsServer()) { return; } binding.CheckForInput(); }
public void OnAdvanceScrollInput() { if (scrollDirection == 0) { return; } scrollTimer -= Time.deltaTime * 1000; if (scrollTimer <= 0) { LoadNewConnectedNodeSet(NodeController.SelectedNode, FilterSelectedNodeSet); NetworkController.SyncConnectionScrolled(scrollDirection); SeriesScrolls++; ResetTimer(); } }
private void Start() { Connections.Pool = new GameObjectPool(Connections.Prefab, Connections.PreloadNumber, Connections.PoolContainer); if (NetworkController.IsServer()) { NetworkController.BeforeConnectionModeSync += mode => LoadNewConnectedNodeSet(NodeController.SelectedNode, FilterSelectedNodeSet, true, mode); NetworkController.BeforeSelectedNodeSync += node => LoadNewConnectedNodeSet(node, FilterSelectedNodeSet, true); NetworkController.BeforeHighlightedNodeSync += node => LoadNewConnectedNodeSet(node, FilterHighlightedNodeSet); } NodeController.OnSelectedNodeChanged += (oldNode, newNode) => ReloadSelectedNodeConnections(newNode); GraphController.ConnectionMode.OnValueChanged += mode => ReloadSelectedNodeConnections(NodeController.SelectedNode); NodeController.OnHighlightedNodeChanged += OnHighlightedNodeChanged; ConnectionLoadManager = new ConnectionLoadManager(this); }
void Start() { if (Environment == Environment.Cave) { Flysticks[0].GetComponent <LineRenderer>().enabled = ShowFlystickRays; } if (!NetworkController.IsServer()) { return; } InputProcessor input = GetEnvDependent((InputProcessor) new PCInputProcessor(PCConfig, PCInputBinding, this), new CaveInputProcessor(CaveConfig, CaveInputBinding, this)); binding = GetEnvDependent((InputBinding)PCInputBinding, CaveInputBinding); CaveInputBinding.SetPrimaryFlystick(0); binding.Init(); SetBlockInput(true, InputBlockType.INFO_SPACE); }
public void Initialize() { Server = (Server)GameObject.FindGameObjectWithTag("Network").GetComponent(typeof(Server)); Client = (Client)GameObject.FindGameObjectWithTag("Network").GetComponent(typeof(Client)); // Use the NetworkWrapper so that the Server maintains it's actual functionallity. Server.Network = new NetworkWrapper(); Cars = new List<Car>(); for (int i = 0; i < GameData.CARS_AMOUNT; i++) { Cars.Add(new Car()); } NetworkController = (NetworkController)GameObject.FindGameObjectWithTag("Network").GetComponent(typeof(NetworkController)); GuiController = (GraphicalUIController)GameObject.FindGameObjectWithTag("GUI").GetComponent(typeof(GraphicalUIController)); CountdownController = (CountdownController)GameObject.FindGameObjectWithTag("CountdownController").GetComponent(typeof(CountdownController)); }
private void Awake() { networkController = GetComponent <NetworkController>(); }
void Awake() { nodeController = GetComponent <NodeController>(); graphController = GetComponent <GraphController>(); networkController = GetComponent <NetworkController>(); }