fix: stop sending request to server 60time per seconds

This commit is contained in:
Fangh 2024-01-29 23:40:38 +01:00
parent 61bdd410fe
commit 6898ac3a84
3 changed files with 6 additions and 3 deletions

View File

@ -77,7 +77,7 @@ private void Update()
private void SendRoomState(GameState _newState)
{
Debug.Log($"sending to RTDB that we are now in the {_newState} state", this);
//Debug.Log($"sending to RTDB that we are now in the {_newState} state", this);
realtimeDB.Child("rooms").Child(myRoom.code).Child("currentState").SetValueAsync((int)_newState);
}

View File

@ -54,6 +54,8 @@ private void Update()
else
{
OnVoteEnded?.Invoke();
OnVoteEnded = null;
gameObject.SetActive(false);
}
}
}

View File

@ -36,7 +36,6 @@ public void OnRoomUpdate(Room _myRoom)
// Update is called once per frame
void Update()
{
//while MakeProposition State
if (endOfPropositionDate != DateTime.MinValue)
{
@ -46,6 +45,8 @@ void Update()
if (duration.TotalMilliseconds <= 0 || allPlayersHasProposedTwoPictures)
{
OnPropositionFinish?.Invoke();
OnPropositionFinish = null;
gameObject.SetActive(false);
return;
}
@ -103,7 +104,7 @@ private void CheckPlayersWhoHaveProposed()
playerLabels.Find(x => x.text == player.name).color = Color.green;
playersIdWhoHaveProposed.Add(player.id);
}
Debug.Log($"{playersIdWhoHaveProposed.Count}/{myRoom.players.Count} players have answered.", this);
//Debug.Log($"{playersIdWhoHaveProposed.Count}/{myRoom.players.Count} players have answered.", this);
if(playersIdWhoHaveProposed.Count == myRoom.players.Count)
{
allPlayersHasProposedTwoPictures = true;