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using System.Collections;
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using UnityEngine.Networking;
public class WaitingForLocalMMT : MonoBehaviour
{
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//StartCoroutine(ServerRoutine());
}
private void Update()
{
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}
private void OnEnable()
{
StartCoroutine(ServerRoutine());
}
private void OnDisable()
{
StopCoroutine(ServerRoutine());
}
void PrepareGame()
{
if (true)
{
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CommunicationEvents.ServerRunning = true;
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//UnityEngine.Debug.Log("set server runs");
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}
if (CommunicationEvents.ServerRunning == true)
{
CommunicationEvents.ServerAdress = CommunicationEvents.ServerAddressLocal;
//UnityEngine.Debug.Log("StartMainMenu");
SceneManager.LoadScene("MainMenu");
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}
IEnumerator ServerRoutine()
{
while (true)
{
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using UnityWebRequest request = pingL();
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yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.ConnectionError
|| request.result == UnityWebRequest.Result.ProtocolError)
{
// UnityEngine.Debug.Log("no running server");
}
else
{
//break;
PrepareGame();
}
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//Wait for 2 seconds
yield return new WaitForSecondsRealtime(2f);
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print("waiting");
yield return null;
}
public UnityWebRequest pingL()
{
//UnityWebRequest request = UnityWebRequest.Get("http://" + NetwAddress + "/scroll/list");
//using UnityWebRequest request = UnityWebRequest.Get(CommunicationEvents.ServerAddressLocal + "/scroll/list");
UnityWebRequest request = UnityWebRequest.Get(CommunicationEvents.ServerAddressLocal + "/fact/list");
return request;
}