private void OnRoomCommandReceived(RoomPacket roomPacket) { Debug.Log($"Room Command: {roomPacket.RoomCommand} Received"); switch (roomPacket.RoomCommand) { case RoomCommand.CREATE_ROOM: _runtimeManager.CreateRoom(roomPacket.RoomId); _runtimeManager.DisplayRoom(); break; case RoomCommand.CREATE_ROOM_CONFIRMATION: break; case RoomCommand.JOIN_ROOM: JoinRoomRequest(roomPacket.RoomId); break; case RoomCommand.JOIN_ROOM_CONFIRM: _runtimeManager.CreateRoom(roomPacket.RoomId); _runtimeManager.DisplayRoom(); break; case RoomCommand.ROOM_UPDATE: _runtimeManager.FetchRoom(roomPacket.RoomName, roomPacket.RoomId, roomPacket.PlayersInRoomStruct.PlayersArray); break; case RoomCommand.LOAD_GAME_SCENE: _runtimeManager.LoadGameScene(roomPacket.RoomName, roomPacket.RoomId, roomPacket.PlayersInRoomStruct.PlayersArray); break; case RoomCommand.LOAD_GAME_SCENE_CONFIRM: break; default: Debug.LogError($"UNHANDLED COMMAND: {roomPacket.RoomCommand}"); break; } }