public static void InitDebugMode(string playerUID, int playerCount) { if (Instance != null) { return; } if (playerCount < 1 || playerCount > 8) { Debug.LogError($"{_debugName}: invalid player count. (Max=8)"); return; } _debugMode = true; _debugPlayerCount = playerCount; Instance = new FrameSyncClient(playerUID); UnityThread.initUnityThread(); SWConsole.SetLogger(new UnityLogger()); SWConsole.level = ConsoleLogLevel.error; if (UnityEngine.Application.isPlaying) { GameObject obj = new GameObject("_SWFrameSyncClientBehaviour"); //obj.hideFlags = HideFlags.HideAndDontSave; SWFrameSyncClientBehaviour cb = obj.AddComponent <SWFrameSyncClientBehaviour>(); cb.SetClient(Instance); } }
public static void Init(string playerUID) { if (Instance != null) { return; } _debugMode = false; Instance = new FrameSyncClient(playerUID); UnityThread.initUnityThread(); if (UnityEngine.Application.isPlaying) { GameObject obj = new GameObject("_SWFrameSyncClientBehaviour"); //obj.hideFlags = HideFlags.HideAndDontSave; SWFrameSyncClientBehaviour cb = obj.AddComponent <SWFrameSyncClientBehaviour>(); cb.SetClient(Instance); } }
internal void SetClient(FrameSyncClient client) { _client = client; }