public void JoinCustom() { /* * There should be only number-inputs */ if (ChannelInput.text != "") { LocalUserData.SetUserName(InputName.text); Dictionary <string, string> data = new Dictionary <string, string> (); data ["name"] = InputName.text; data ["roomnumber"] = ChannelInput.text; /* * TODO: player position will be set from server-side */ Vector3 position = new Vector3(0f, 0f, 0f); data ["position"] = position.x + "," + position.y + "," + position.z; SocketIOComp.Emit("SERVER:JOINCUSTOM", new JSONObject(data)); HideChannelWindow(); GlobalGameState.DialogueUI.Show(DialogueUIController.DialogueTypes.JoiningRoom); } else { ChannelInputPlaceHolder.text = "Channel number is necessary!"; } }
public void OnClickJoinBtn() { if (InputName.text != "") { LocalUserData.SetUserName(InputName.text); Dictionary <string, string> data = new Dictionary <string, string> (); data ["name"] = InputName.text; /* * TODO: player position will be set from server-side * probably send spawn area from here? */ Vector3 position = new Vector3(0f, 0f, 0f); data ["position"] = position.x + "," + position.y + "," + position.z; Vector3 rotation = new Vector3(0f, 0f, 0f); data ["rotation"] = rotation.x + "," + rotation.y + "," + rotation.z; SocketIOComp.Emit("SERVER:JOIN", new JSONObject(data)); GlobalGameState.DialogueUI.Show(DialogueUIController.DialogueTypes.JoiningRoom); } else { InputNamePlaceHolder.text = "Nickname is necessary!"; } }