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WaitingForLocalMMT.cs 1.95 KiB
using System.Collections;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;

public class WaitingForLocalMMT : MonoBehaviour
{



    private void Start()
    {
        //StartCoroutine(ServerRoutine());

    }

    private void Update()
    {




    }
    private void OnEnable()
    {
        StartCoroutine(ServerRoutine());
    }

    private void OnDisable()
    {
        StopCoroutine(ServerRoutine());
    }

    void PrepareGame()
    {
        if (true)
        {

            CommunicationEvents.ServerRunning = true;
            //UnityEngine.Debug.Log("set server runs");
        }
        if (CommunicationEvents.ServerRunning == true)
        {
            CommunicationEvents.ServerAdress = CommunicationEvents.ServerAddressLocal;
            //UnityEngine.Debug.Log("StartMainMenu");
            SceneManager.LoadScene("MainMenu");
        }


    }

    IEnumerator ServerRoutine()
    {
        while (true)
        {



            using UnityWebRequest request = pingL();
            yield return request.SendWebRequest();
            if (request.result == UnityWebRequest.Result.ConnectionError
             || request.result == UnityWebRequest.Result.ProtocolError)
            {
                // UnityEngine.Debug.Log("no running server");
            }
            else
            {
                //break;
                PrepareGame();
            }





            //Wait for 2 seconds
            yield return new WaitForSecondsRealtime(2f);
            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;
    }
}