Ejemplo n.º 1
0
    private void Post <T, S>(string pJsn, ReceiveRecordDelegateList <T> pReceiveSuccessGoesHere, ReceiveRecordDelegate <S> pReceiveFailGoesHere)
    {
        UnityWebRequest lcWebReq = jsnWebRequest(pJsn);

        // VERY WEIRD, because Send returns an object that
        // you then add a "completed" event handler to the
        // completed listeners
        var lcAsyncOp = lcWebReq.SendWebRequest();

        lcAsyncOp.completed += (x => {
            Debug.Log("RETURNED FROM JsnDROP:" + lcWebReq.downloadHandler.text);
            string lcStrJsnReceived = lcWebReq.downloadHandler.text;
            string lcJsnMsgArray = "";

            // THIS IS LOOKING MESSY!!
            S jsnAsTypeS = JsonUtility.FromJson <S>(lcStrJsnReceived);
            JsnReceiver jsnReceived = jsnAsTypeS as JsnReceiver;
            List <T> receivedList;
            switch (jsnReceived.JsnMsg)
            {
            case "SUCCESS.ALL":
            case "SUCCESS.SELECT":
                lcJsnMsgArray = GetArrayFromMsg(lcStrJsnReceived);

                receivedList = FromJsonArrayToList <T>(lcJsnMsgArray);
                Debug.Log("Post<T,S> LIST length is " + receivedList.Count().ToString());
                pReceiveSuccessGoesHere(receivedList);
                break;

            default:
                pReceiveFailGoesHere(jsnAsTypeS);
                break;
            }
        });
    }
Ejemplo n.º 2
0
    public void TryRegister(JsnReceiver receiver)
    {
        GameModel.waitingOn -= 1;

        string username = usernameField.text.Trim();

        username = username.ToLower();

        string password = passwordField.text;

        if (username.Length <= 3 || password.Length < 7)
        {
            output.text = "Username must be more than 3 characters and password must be greater than 7 characters";
        }
        else
        {
            Player newPlayer = Player.New(username, password);
            GameModel.ChangePlayer(newPlayer);
            //GameModel.ds.StorePlayerToJsn(newPlayer);
            ViewController.ShowView(ViewController.GameView.MainGame);
            mainGameInput.UpdateLocation();
        }
    }
Ejemplo n.º 3
0
 public void LoginFail(JsnReceiver pReceived)
 {
     loadingText.SetActive(false);
     incorrectText.SetActive(true);
 }
Ejemplo n.º 4
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 public void RegisterSuccess(JsnReceiver pReceived)
 {
     loadingText.SetActive(false);
     registerText.SetActive(true);
 }
Ejemplo n.º 5
0
 private void SubmitSuccess(JsnReceiver pReceived)
 {
     SceneManager.LoadScene(0);
 }
 public void jsnReceiverDel(JsnReceiver pReceived)
 {
     Debug.Log(pReceived.JsnMsg + " ..." + pReceived.Msg);
     // To do: parse and produce an appropriate response
 }
Ejemplo n.º 7
0
 public void MessageSuccess(JsnReceiver pReceived)
 {
     Debug.Log("Message sent successfully.");
 }
Ejemplo n.º 8
0
 void Received(JsnReceiver r)
 {
 }
 public void LoadInventoryFail(JsnReceiver pReceived)
 {
 }
 public void RemoveInventorySuccess(JsnReceiver pReceived)
 {
     inventory.Remove(itemContext);
 }
 public void AddInventorySuccess(JsnReceiver pReceived)
 {
     inventory.Add(itemContext);
 }
 public void jsnReceiverDel(JsnReceiver pReceived)
 {
     // Debug.Log(pReceived.JsnMsg + " ..." + pReceived.Msg);
 }
Ejemplo n.º 13
0
 void ChatMessageFail(JsnReceiver pReceived)
 {
 }
Ejemplo n.º 14
0
 private void LoadNextLevelSuccess(JsnReceiver pReceived)
 {
     Level++;
     SceneManager.LoadScene(Level + 1);
 }
Ejemplo n.º 15
0
 public void jsnReceiverItemsDel(JsnReceiver pReceived)
 {
     Debug.Log("Yeah it didn't work for items chief");
     // To do: parse and produce an appropriate response
 }