Copying and Pasting cs Code
In cs, like in almost any computer programming language, reading data from a file can be tricky. You add extra lines of code to tell the computer what to do. Sometimes you can copy and paste these lines from other peoples’ code.
For example, you can follow the pattern in this listing: static PhotonNetwork()
{
#if UNITY_EDITOR
if (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode)
{
//Debug.Log(string.Format("PhotonNetwork.ctor() Not playing {0} {1}", UnityEditor.EditorApplication.isPlaying, UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode));
return;
}
// This can happen when you recompile a script IN play made
// This helps to surpress some errors, but will not fix breaking
PhotonHandler[] photonHandlers = GameObject.FindObjectsOfType(typeof(PhotonHandler)) as PhotonHandler[];
if (photonHandlers != null && photonHandlers.Length > 0)
{
Debug.LogWarning("Unity recompiled. Connection gets closed and replaced. You can connect as 'new' client.");
foreach (PhotonHandler photonHandler in photonHandlers)
{
//Debug.Log("Handler: " + photonHandler + " photonHandler.gameObject: " + photonHandler.gameObject);
photonHandler.gameObject.hideFlags = 0;
GameObject.DestroyImmediate(photonHandler.gameObject);
Component.DestroyImmediate(photonHandler);
}
}
#endif
Application.runInBackground = true;
// Set up a MonoBehaviour to run Photon, and hide it
GameObject photonGO = new GameObject();
photonMono = (PhotonHandler)photonGO.AddComponent();
photonGO.name = "PhotonMono";
photonGO.hideFlags = HideFlags.HideInHierarchy;
// Set up the NetworkingPeer and use protocol of PhotonServerSettings
networkingPeer = new NetworkingPeer(photonMono, string.Empty, PhotonNetwork.PhotonServerSettings.Protocol);
// Local player
CustomTypes.Register();
}
{
#if UNITY_EDITOR
if (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode)
{
//Debug.Log(string.Format("PhotonNetwork.ctor() Not playing {0} {1}", UnityEditor.EditorApplication.isPlaying, UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode));
return;
}
// This can happen when you recompile a script IN play made
// This helps to surpress some errors, but will not fix breaking
PhotonHandler[] photonHandlers = GameObject.FindObjectsOfType(typeof(PhotonHandler)) as PhotonHandler[];
if (photonHandlers != null && photonHandlers.Length > 0)
{
Debug.LogWarning("Unity recompiled. Connection gets closed and replaced. You can connect as 'new' client.");
foreach (PhotonHandler photonHandler in photonHandlers)
{
//Debug.Log("Handler: " + photonHandler + " photonHandler.gameObject: " + photonHandler.gameObject);
photonHandler.gameObject.hideFlags = 0;
GameObject.DestroyImmediate(photonHandler.gameObject);
Component.DestroyImmediate(photonHandler);
}
}
#endif
Application.runInBackground = true;
// Set up a MonoBehaviour to run Photon, and hide it
GameObject photonGO = new GameObject();
photonMono = (PhotonHandler)photonGO.AddComponent
photonGO.name = "PhotonMono";
photonGO.hideFlags = HideFlags.HideInHierarchy;
// Set up the NetworkingPeer and use protocol of PhotonServerSettings
networkingPeer = new NetworkingPeer(photonMono, string.Empty, PhotonNetwork.PhotonServerSettings.Protocol);
// Local player
CustomTypes.Register();
}