public void Initialize(DFNetwork.Networking.aNetworkLayer netLayer, DFNetwork.Simulation.SimulationLayer simLayer) { // Register the "MoveObject" command //LS_NETSIM.NetworkLayer.Commands.LS_CommandRegistry.RegisterCommand("MoveObject", 3, Serialize, Deserialize, ProcessCommand, ProcessCommands); // Register the "MoveObjects" command //LS_NETSIM.NetworkLayer.Commands.LS_CommandRegistry.RegisterCommand("MoveObjects", 3, Serialize, Deserialize, ProcessCommand, ProcessCommands); }
/// <summary> /// Initialize this instance /// </summary> /// <param name='netLayer'> /// Net layer. /// </param> /// <param name='simLayer'> /// Sim layer. /// </param> public void Initialize(DFNetwork.Networking.aNetworkLayer netLayer, DFNetwork.Simulation.SimulationLayer simLayer) { NetLayer = netLayer; // Grab the room join / left event NetLayer.OnRoomJoined += OnRoomJoined; NetLayer.OnRoomLeft += OnRoomLeft; // We need to know when a player connects / disconnects NetLayer.OnPlayerConnected += PlayerConnect; NetLayer.OnPlayerDisconnected += PlayerDisconnected; }
void Start() { if (PhotonNetwork.connectedAndReady) { crosslevelholder = GameObject.Find("CrossLevelVariables").GetComponent <CrossLevelVariableHolder>(); } OnActive(); // Get the game controller _gc = GameObject.FindObjectOfType <GameController>(); simObject = this.GetComponent <DFNetwork.Simulation.SimulationLayer>(); FleetBuilder = IORoot.findIO("fleet1"); FleetBuilder.read(); }
/// <summary> /// Register the scene loader module /// </summary> public void Initialize(DFNetwork.Networking.aNetworkLayer netLayer, DFNetwork.Simulation.SimulationLayer simLayer) { NetLayer = netLayer; }
/// <summary> /// Initialize this instance. /// </summary> /// <param name="netLayer">Net layer.</param> /// <param name="simLayer">Sim layer.</param> public void Initialize(DFNetwork.Networking.aNetworkLayer netLayer, DFNetwork.Simulation.SimulationLayer simLayer) { _gc = GameObject.FindObjectOfType <GameController>(); NetLayer = netLayer; SimLayer = simLayer; }