Newer
Older
Stefan Richter
committed
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
Stefan Richter
committed
using UnityEngine.Networking;
using static UIconfig;
public class WaitingForLocalMMT : MonoBehaviour
{
Marco Zimmer
committed
Stefan Richter
committed
//StartCoroutine(ServerRoutine());
}
private void Update()
{
Stefan Richter
committed
Marco Zimmer
committed
Stefan Richter
committed
}
private void OnEnable()
{
StartCoroutine(ServerRoutine());
}
private void OnDisable()
{
StopCoroutine(ServerRoutine());
}
void PrepareGame()
{
if (true)
{
Marco Zimmer
committed
Stefan Richter
committed
CommunicationEvents.ServerRunning = true;
Stefan Richter
committed
//UnityEngine.Debug.Log("set server runs");
Stefan Richter
committed
}
if (CommunicationEvents.ServerRunning == true)
{
CommunicationEvents.ServerAdress = CommunicationEvents.ServerAddressLocal;
Stefan Richter
committed
//UnityEngine.Debug.Log("StartMainMenue");
SceneManager.LoadScene("MainMenue");
}
Stefan Richter
committed
}
IEnumerator ServerRoutine()
{
while (true)
{
Marco Zimmer
committed
using UnityWebRequest request = UnityWebRequest.Get(CommunicationEvents.ServerAddressLocal + "/scroll/list");
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.ConnectionError
|| request.result == UnityWebRequest.Result.ProtocolError)
{
// UnityEngine.Debug.Log("no running server");
}
else
{
//break;
PrepareGame();
}
Stefan Richter
committed
Marco Zimmer
committed
//Wait for 2 seconds
yield return new WaitForSecondsRealtime(2f);
Stefan Richter
committed
print("waiting");
yield return null;
}