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; } }