ServerDebug.cs
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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() { }
}