Ejemplo n.º 1
0
 private void SingletonInstance_OnParticipantStateChanged(object sender, InteractiveParticipantStateChangedEventArgs e)
 {
     if (e.State == InteractiveParticipantState.Left || e.State == InteractiveParticipantState.InputDisabled)
     {
         RelinquishControl(e.Participant);
     }
 }
Ejemplo n.º 2
0
        private void OnParticipantStateChanged(object sender, InteractiveParticipantStateChangedEventArgs e)
        {
            // Every time a new participant joins randomly assign them to a new group. Groups can
            // be used to show different sets of controls to your audience.
            InteractiveParticipant participant = e.Participant;

            if (participant.State == InteractiveParticipantState.Joined &&
                MixerInteractive.Groups.Count >= 2)
            {
                InteractiveGroup group1 = MixerInteractive.Groups[0];
                InteractiveGroup group2 = MixerInteractive.Groups[1];
                InteractiveGroup group3 = MixerInteractive.Groups[2];

                int group = Mathf.CeilToInt(Random.value * 3);
                if (group == 1)
                {
                    participant.Group = group1;
                    group1Text.text  += "\n" + participant.UserName;
                }
                else if (group == 2)
                {
                    participant.Group = group2;
                    group2Text.text  += "\n" + participant.UserName;
                }
                else if (group == 3)
                {
                    participant.Group = group3;
                    group3Text.text  += "\n" + participant.UserName;
                }
            }
        }
Ejemplo n.º 3
0
 private void OnParticipantStateChange(object sender, InteractiveParticipantStateChangedEventArgs ev)
 {
     if (ev.State == InteractiveParticipantState.Joined)
     {
         ev.Participant.Group = MixerInteractive.GetGroup(_stateMachine.ParticipantStartGroup);
     }
     //TODO: We may want to handle the "leaving" state for any of the current set of players
 }
Ejemplo n.º 4
0
 /// <summary>
 /// Event called for all participants arriving at the stream; only need particular handling
 /// for when game players leave
 /// </summary>
 public void OnParticipantStateChange(object sender, InteractiveParticipantStateChangedEventArgs ev)
 {
     if (ev.State == InteractiveParticipantState.Joined)
     {
         ev.Participant.Group = MixerInteractive.GetGroup(_stateMachine.ParticipantStartGroup);
     }
     else if (ev.State == InteractiveParticipantState.Left)
     {
         HandleParticipantLeave(ev.Participant);
     }
 }
Ejemplo n.º 5
0
    void ParticipantStateChanged(object sender, InteractiveParticipantStateChangedEventArgs e)
    {
        InteractiveParticipant participant = e.Participant;

        if (e.State == InteractiveParticipantState.Joined)
        {
            print(participant.UserName + " joined");
        }
        if (e.State == InteractiveParticipantState.Left)
        {
            print(participant.UserName + " left");
        }
        if (e.State == InteractiveParticipantState.InputDisabled)
        {
            print(participant.UserName + " input disabled");
        }
    }