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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.Networking;
  5. using Networking;
  6. using Networking.Client;
  7. public class NetworkedUIManager : PlayerUIManager
  8. {
  9. [SerializeField]
  10. private ClientObject Client;
  11. [SerializeField]
  12. private TMPro.TextMeshProUGUI TimeText;
  13. [SerializeField]
  14. private RectTransform Title;
  15. [SerializeField]
  16. private float TotalTime;
  17. private float StartTime;
  18. private BlockReader reader;
  19. protected override void Awake()
  20. {
  21. base.Awake();
  22. reader = new BlockReader();
  23. TrayUI.SetBlockReader(reader);
  24. StartTime = Time.time;
  25. ShowPosition.y -= Title.rect.height;
  26. }
  27. private void Update()
  28. {
  29. TimeText.text = ((int)(TotalTime - (Time.time - StartTime))).ToString();
  30. if (Time.time - StartTime > TotalTime)
  31. OnClick_Play();
  32. }
  33. public override void OnClick_Play()
  34. {
  35. OnClick_Hide();
  36. LogicProtocols.LogicMsg msg = new LogicProtocols.LogicMsg(reader.LogicChain.ToArray());
  37. Debug.Log("sending on " + LogicProtocols.SendLogicList);
  38. Client.client.SendByChannel(LogicProtocols.SendLogicList, msg, TransportConfigure.ReliableFragmented);
  39. UnityEngine.SceneManagement.SceneManager.LoadScene("WaitScene");
  40. }
  41. }