private void StartSync() { var ca = "ws://" + _serverAddress; Debug.Log("Connect to " + ca); _ws = new WebSocket(ca); _ws.OnMessage += (object sender, MessageEventArgs e) => { print(e.Data); userName.Enqueue(JsonParser.ReturnIdName(e.Data)); }; _ws.OnError += (sender, e) => { Debug.Log("WebSocket Error Message: " + e.Message); _nowPhase = SYNC_PHASE.Idling; }; _ws.OnClose += (sender, e) => { Debug.Log("Disconnected Server"); }; _ws.Connect(); _nowPhase = SYNC_PHASE.Syncing; }
public void OnSyncStartButtonDown() { var ca = "ws://" + _serverAddress; Debug.Log("Connect to " + ca); _ws = new WebSocket(ca); _ws.OnMessage += (object sender, MessageEventArgs e) => { print(e.Data); string[] userPos = JsonParser.ReturnString(e.Data); Vector3 pos = new Vector3(float.Parse(userPos[0]), float.Parse(userPos[1]), float.Parse(userPos[2])); PosQueue.Enqueue(pos); }; _ws.OnError += (sender, e) => { Debug.Log("WebSocket Error Message: " + e.Message); _nowPhase = SYNC_PHASE.Idling; }; _ws.OnClose += (sender, e) => { Debug.Log("Disconnected Server"); }; _ws.Connect(); _nowPhase = SYNC_PHASE.Syncing; }
// Start is called before the first frame update public void StartReciever() { _nowPhase = SYNC_PHASE.Idling; var cTransformValue = gameObject.ObserveEveryValueChanged(_ => _syncObjTransform.position); cTransformValue.ThrottleFirstFrame(5).Subscribe(pos => OnChangedTargetTransformValue(pos)); OnSyncStartButtonDown(); }
// Start is called before the first frame update void Start() { _nowPhase = SYNC_PHASE.Idling; DefineData.userName = "******"; StartSync(); this.UpdateAsObservable() .Where(_ => userName.Count > 0) .Subscribe(_ => { var uName = userName.Dequeue(); userNameText.text = uName; DefineData.SetUserName(uName); }); }