private void OnStateChange(string data)
    {
        int id = System.Convert.ToInt32(data);

        switch (id)
        {
        case 0:
            _state = GPConnectionState.STATE_UNCONFIGURED;
            break;

        case 1:
            _state = GPConnectionState.STATE_DISCONNECTED;
            dispatch(PLAYER_DISCONNECTED);
            break;

        case 2:
            _state = GPConnectionState.STATE_CONNECTING;
            break;

        case 3:
            _state = GPConnectionState.STATE_CONNECTED;
            dispatch(PLAYER_CONNECTED);
            break;
        }

        if (!_isInitialized)
        {
            _isInitialized = true;
            dispatch(CONNECTION_INITIALIZED);
        }

        Debug.Log("State Changed -> " + _state.ToString());
    }
    private void OnStateChange(GPConnectionState connectionState)
    {
        _State = connectionState;
        switch (_State)
        {
        case GPConnectionState.STATE_CONNECTED:
            ActionPlayerConnected();
            break;

        case GPConnectionState.STATE_DISCONNECTED:
            ActionPlayerDisconnected();
            break;
        }

        ActionConnectionStateChanged(_State);

        Debug.Log("Play Serice Connection State -> " + _State.ToString());
    }
Beispiel #3
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    private void OnStateChange(GPConnectionState connectionState)
    {
        _state = connectionState;
        switch (_state)
        {
        case GPConnectionState.STATE_CONNECTED:
            ActionPlayerConnected();
            dispatch(PLAYER_CONNECTED);
            break;

        case GPConnectionState.STATE_DISCONNECTED:
            ActionPlayerDisconnected();
            dispatch(PLAYER_DISCONNECTED);
            break;
        }

        ActionConnectionStateChanged(_state);
        dispatch(CONNECTION_STATE_CHANGED, _state);

        Debug.Log("Play Serice Connection State -> " + _state.ToString());
    }