ServerDebug.cs 785 Bytes
using UnityEngine;
using System.Collections.Generic;

public class ServerDebug {
	
	private bool isReady = false;
	private PlayerManager manager;
	
	public ServerDebug(PlayerManager manager)
	{
		this.manager = manager;
	}

	public bool IsNotReady {
		get { return !isReady; }
	}
	
	public void StartCommunication()
    {
		List<string> messages = new List<string>() {
				"`TÉST\"E#1000", "TES´T2'#2000", "FINALIZE"
			};
		
		Debug.Log("S.SC()");
		
		foreach (string text in messages)
		{
			Message message = new Message(text);
			Debug.Log("S.SC(): Received: " + message.Text);

			if (message.Text.Equals("FINALIZE"))
			{
				isReady = true;
				break;
			}
			else manager.enqueueMessage(message);
		}

		Debug.Log("S.SC(): END");
	}

	public void SendFinalizeToCore() { }

}