public virtual void roomListCallback(ListMatchResponse resp) { if (!doRefresh) { return; //refreshes halted } Debug.Log("Found " + resp.matches.Count + " rooms"); matches = resp.matches; //cleanup existing list foreach (Transform child in roomListParent.transform) { Destroy(child.gameObject); } foreach (MatchDesc d in resp.matches) { GameObject go = GameObject.Instantiate(roomTextPrefab); go.GetComponentInChildren <Text>().text = d.name + "\t(" + d.currentSize + "/" + d.maxSize + ")"; //may be sub-sub component go.transform.SetParent(roomListParent.transform, false); //Just parent the object to the panel and let the panel lay it out //setup data for the selection obj RoomData rd = go.AddComponent <RoomData>(); rd.setReceiver(joinRoomInput); rd.setData(d); } OnMatchList(resp); //maybe unnecessary }
public void OnMatchList(ListMatchResponse matchListResponse) { if (matchListResponse.success && matchListResponse.matches != null) { m_MatchList = matchListResponse.matches; } }
public override void OnMatchList(ListMatchResponse matchList) { bool success = matchList.success; int matchCount = matchList.matches.Count; MatchDesc match = null; #endif if (!success) { Debug.Log("Failed to retrieve match list"); return; } if (matchCount == 0) { Debug.Log("Match list is empty"); return; } #if NEW_STUFF match = matchList[0]; #else match = matchList.matches[0]; #endif if (match == null) { Debug.Log("Match list is empty"); return; } Debug.Log("Found a match, joining"); matchID = match.networkId; StartClientAll(match); }
private void OnInternetMatchList(ListMatchResponse matchListResponse) { ClearMatchList(); if (matchListResponse.success) { state.text = ""; if (matchListResponse.matches.Count != 0) { foreach (MatchDesc match in matchListResponse.matches) { GameObject obj = Instantiate(Prefab); RoomScript room = obj.GetComponent <RoomScript>(); if (room != null) { room.match = match; room.RoomUI = GameObject.Find("RoomsUI"); room.Setup(); } obj.transform.parent = Content.transform; matchList.Add(obj); } } else { state.text = "Sorry, No Rooms :("; } } else { state.text = "Not Connect :("; } }
public void OnGUIMatchList(ListMatchResponse response) { if (response.matches.Count == 0) { if (currentPage == 0) { noServerFound.SetActive(true); } currentPage = previousPage; return; } noServerFound.SetActive(false); foreach (Transform t in serverListRect) { Destroy(t.gameObject); } for (int i = 0; i < response.matches.Count; ++i) { GameObject o = Instantiate(serverEntryPrefab) as GameObject; o.GetComponent <LobbyServerEntry>().Populate(response.matches[i], lobbyManager, (i % 2 == 0) ? OddServerColor : EvenServerColor); o.transform.SetParent(serverListRect, false); } }
private void _OnListMatch (ListMatchResponse response) { m_waitingPanel.SetActive(false); if (response.success) { m_matchUI.GetComponentInChildren<CanvasGroup>().interactable = true; matches = response.matches; for (byte i = 0; i < matches.Count; i++) { Text[] texts = roomButtons[i].GetComponentsInChildren<Text>(); //房间名称 texts[0].text = matches[i].name; //当前人数 texts[1].text = matches[i].currentSize + "/" + m_roomSize; //是否超出人数 roomButtons[i].interactable = matches[i].currentSize < m_roomSize; } for (byte i = (byte)matches.Count; i < m_resultPageSize; i++) { Text[] texts = roomButtons[i].GetComponentsInChildren<Text>(); texts[0].text = ""; texts[1].text = "*/*"; roomButtons[i].interactable = false; } } else { m_waitingPanel.SetActive(false); _Error("FAILED TO LIST ROOMS"); } }
public void OnMatchList(ListMatchResponse matchList) { status.text = ""; if (matchList == null) { status.text = "No rooms found"; return; } foreach (MatchDesc match in matchList.matches) { GameObject _roomListItemGO = Instantiate(roomListItemPrefab); _roomListItemGO.transform.SetParent(roomListParent); RoomListItem _roomListItem = _roomListItemGO.GetComponent <RoomListItem>(); if (_roomListItem != null) { _roomListItem.Setup(match, JoinRoom); } roomList.Add(_roomListItemGO); } if (roomList.Count == 0) { status.text = "0 rooms"; } }
public void Show(ListMatchResponse matchList) { base.Show(); Test.s_Singleton.matches = matchList.matches; var hooks = canvas.GetComponent <JoinMatchHooks>(); if (hooks == null) { return; } hooks.OnReturnToMMHook = OnGUIReturnToMatchMaker; hooks.OnGameHook = OnGUIJoin; for (int i = 0; i < 6; i++) { hooks.SetMatchName(i, ""); } for (int i = 0; i < matchList.matches.Count; i++) { var match = matchList.matches[i]; hooks.SetMatchName(i, match.name); } EventSystem.current.SetSelectedGameObject(hooks.firstButton.gameObject); }
public void OnMatchList(ListMatchResponse matchListResponse) { if (matchListResponse.success && matchListResponse.matches != null) { networkMatch.JoinMatch(matchListResponse.matches[0].networkId, "", OnMatchJoined); } }
public override void OnMatchList(ListMatchResponse matchList) { bool success = matchList.success; int matchCount = matchList.matches.Count; MatchDesc match = null; #endif if (!success) { Debug.Log("Failed to retrieve match list"); return; } if (matchCount == 0) { Debug.Log("Match list is empty"); return; } #if NEW_STUFF match = matchList[0]; #else if (natHelper.guid != 0) { // If we have a guid we can use it to make sure we don't try and join our own old match // This is only necessary thanks to a bug in 5.2 and 5.3 that prevents matches from // being immediately destroyed foreach (MatchDesc m in matchList.matches) { string[] parts = m.name.Split('|'); ulong hostGUID; ulong.TryParse(parts[parts.Length - 1], out hostGUID); if (hostGUID == natHelper.guid) { Debug.Log("Not joining old match"); } else { match = m; break; } } } else { match = matchList.matches[0]; } #endif if (match == null) { Debug.Log("Match list is empty"); return; } Debug.Log("Found a match, joining"); matchID = match.networkId; StartClientAll(match); }
public void OnMatchList(ListMatchResponse matchListResponse) { if (matchListResponse.success && matchListResponse.matches != null) { Debug.Log("no match found"); networkMatch.JoinMatch(matchListResponse.matches[0].networkId, "", OnMatchJoined); } }
public void OnMatchList(ListMatchResponse matchListResponse) { if (matchListResponse.success && matchListResponse.matches != null) { matchsFound = true; MyNetworkManager.singleton.OnMatchList(matchListResponse); } }
public virtual void OnMatchList(ListMatchResponse matchList) { if (LogFilter.logDebug) { Debug.Log("NetworkManager OnMatchList "); } matches = matchList.matches; }
public void OnMatchList(ListMatchResponse matchListResponse) { Debug.Log("OnMatchList Entered"); if (matchListResponse.success && matchListResponse.matches != null) { Debug.Log("matchListResponse.success && matchListResponse.matches != null statement true"); networkMatch.JoinMatch(matchListResponse.matches[0].networkId, "", OnMatchJoined); } }
public void OnMatchList(ListMatchResponse response) { var matchList = response.matches; #endif results.Resize(matchList.Count); for (int i = 0; i < matchList.Count; i++) { results.Set(i, new MatchInfoObject(matchList[i])); } }
public void OnListRoomsCallback(ListMatchResponse aResponse) { //Debug.Log(aResponse.ToString()); m_roomList = new List <MatchDesc>(); m_roomList.Clear(); foreach (MatchDesc match in aResponse.matches) { m_roomList.Add(match); } if (m_roomList != null) { for (int i = 0; i < m_roomList.Count; i++) { GameObject roomButton = (GameObject)Instantiate(m_baseButton, m_baseButton.transform.position, m_baseButton.transform.rotation); roomButton.SetActive(true); roomButton.transform.SetParent(m_baseButton.transform.parent); Vector3 position = roomButton.GetComponent <RectTransform>().position; position.y -= i * 30; roomButton.GetComponent <RectTransform>().position = position; MatchDesc roomInfo = m_roomList[i]; roomButton.GetComponent <Button>().onClick.AddListener(() => { JoinRoom(roomInfo); }); roomButton.transform.GetChild(0).GetComponent <Text>().text = m_roomList[i].name; roomButton.transform.GetChild(1).GetComponent <Text>().text = m_roomList[i].currentSize + "/" + m_roomList[i].maxSize; m_roomButtons.Add(new RoomButton(roomInfo, roomButton.GetComponent <Button>())); } if (m_roomList.Count > 0) { m_refreshLabel.GetComponent <Text>().text = ""; } else { m_refreshLabel.GetComponent <Text>().text = "No rooms found..."; } if (m_roomList.Count < 9) { m_roomsScrollBar.SetActive(false); } else { m_roomsScrollBar.SetActive(true); } } else { m_refreshLabel.GetComponent <Text>().text = "No rooms found..."; m_roomsScrollBar.SetActive(false); } }
private void onMatchList(ListMatchResponse listResponse) { if (listResponse.success && listResponse.matches != null && listResponse.matches.Count == 1) { JoinMatch(listResponse.matches[0].networkId, "", onMatchJoined); } else { joinButton.gameObject.SetActive(true); hostButton.gameObject.SetActive(true); Debug.LogError("Failed to join match"); } }
/// <summary> /// /// </summary> /// <param name="response"></param> private void _OnListMatch(ListMatchResponse response) { MatchUI.instance.StopWait(); if (response.success) { matches = response.matches; //填充房间列表UI MatchUI.instance.OnGotMatches(response.matches); } else { } }
public override void OnMatchList(ListMatchResponse matchList) { base.OnMatchList(matchList); // auto join room if found foreach (MatchDesc match in matchList.matches) { if (match.name == RoomName) { JoinMatch(match); return; } } }
public override void OnMatchList(ListMatchResponse matchList) { base.OnMatchList(matchList); if (matchList.matches.Count <= 0) { //create matchs matchMaker.CreateMatch("server", 2u, false, "", OnMatchCreate); } else { //connect MatchDesc match = matchList.matches[0]; matchMaker.JoinMatch(match.networkId, "", OnMatchJoined); } }
public void OnMatchList(ListMatchResponse matchListResponse) { if (matchListResponse.success && matchListResponse.matches.Count > 0) { matchList = matchListResponse.matches; PopulateServerList(); Debug.Log("MATCHES FOUND"); GameObject.Find("NoMatchesText").GetComponent <Text>().enabled = false; } else { Debug.Log("NO MATCHES FOUND"); GameObject.Find("NoMatchesText").GetComponent <Text>().enabled = true; } }
public void OnMatchList(ListMatchResponse matchList) { if (matchList == null) { Debug.Log("null Match List returned from server"); return; } roomList = new List <MatchDesc>(); roomList.Clear(); foreach (MatchDesc match in matchList.matches) { roomList.Add(match); } }
private void OnMatchList(ListMatchResponse response) { if (response.success) { this.matches = response.matches; this.errorMessage = ""; } else { this.matches = null; this.errorMessage = "Error getting match list"; } this.listingMatches = false; this.lastMatchListingTime = Time.time; }
public void OnMatchList(ListMatchResponse matchListResponse) { foreach (MatchDesc desc in matchListResponse.matches) { if (desc.name.Equals(nameText.text)) { networkMatch.JoinMatch(desc.networkId, "", OnMatchJoined); matchFound = true; break; } } if (!matchFound) { print("Match could not be found"); } }
private void OnMatchList(ListMatchResponse response) { if (response.matches.Count == 0) { gameListMenu.ClearGameList(); } for (int i = 0; i < response.matches.Count; i++) { /*if(response.matches[0].hostNodeId == (NodeID)lobbyManager.currentNodeID) * { * Debug.Log("Host is me"); * continue; * }*/ gameListMenu.Populate(response.matches[i]); } }
void OnGUIMatchList(ListMatchResponse matchList) { Test.s_Singleton.connectingCanvas.Hide(); if (matchList.success) { Test.s_Singleton.joinMatchCanvas.Show(matchList); } else if (matchList.matches.Count == 0) { Debug.LogWarning("No Matched found."); Show(); } else { Debug.LogError("Error finding matches"); Show(); } }
public void OnMatchList(ListMatchResponse matchList) { status.text = ""; if (matchList = null) { status.text = "Couldn't get room list."; return; } ClearRoomList(); foreach (MatchDesc match in matchList.matches) { GameObject _roomListItemGo = Instantiate(roomListItemPrefab); _roomListItemGo.transform.SetParent(roomListParent); //Have a component sit on the gameobject that will //take care of setting up the name/amount of users //as well as setting up a callback function that will join the game. } }
public void OnMatchList(ListMatchResponse matchListResponse) { if (matchListResponse.success && matchListResponse.matches != null) { matchList = matchListResponse.matches; foreach (Transform child in matchesPanel) { Destroy(child.gameObject); } foreach (var match in matchList) { string buttonText = "Join match: " + match.name; GameObject goButton = (GameObject)Instantiate(matchButtonPrefab); goButton.transform.SetParent(matchesPanel, false); goButton.transform.FindChild("Text").GetComponent <Text>().text = buttonText; Button tempButton = goButton.GetComponent <Button>(); tempButton.onClick.AddListener(() => networkMatch.JoinMatch(match.networkId, "", OnMatchJoined)); } } }
public override void OnMatchList(ListMatchResponse matchList) { bool success = matchList.success; int matchCount = matchList.matches.Count; MatchDesc match = null; #endif if (!success) { Debug.Log("Failed to retrieve match list"); return; } if (matchCount == 0) { Debug.Log("Match list is empty"); return; } if (natHelper.guid != 0) { // If we have a guid we can use it to make sure we don't // try and join our own old match. This can happen when quickly switching // from hosting to joining because old matches are not cleaned up immediately // and there's no way to be notified when they are cleaned up #if UNITY_5_5 foreach (MatchInfoSnapshot m in matchList) #else foreach (MatchDesc m in matchList.matches) #endif { string[] parts = m.name.Split(':'); ulong hostGUID; ulong.TryParse(parts[parts.Length - 1], out hostGUID); if (hostGUID == natHelper.guid) { Debug.Log("Not joining old match"); } else { match = m; break; } } } else { #if UNITY_5_5 match = matchList[0]; #else match = matchList.matches[0]; #endif } if (match == null) { Debug.Log("Match list is empty"); return; } Debug.Log("Found a match, joining"); matchID = match.networkId; StartClientAll(match); }
void OnMatchListAndJoin(ListMatchResponse matchList) { manager.matches = matchList.matches; Join(); }