void ProcessData(Telepathy.Message msg) { string TheMessage = utf8.GetString(msg.data); Debug.Log(TheMessage); string[] SplitMessage = TheMessage.Split('/'); if (SplitMessage[0].ToLower() == "pj") { OnPlayerJoin(System.Convert.ToInt32(SplitMessage[1])); } if (SplitMessage[0].ToLower() == "pl") { ClientDisconnected(System.Convert.ToInt32(SplitMessage[1])); } }
void ClientDisconnected(Telepathy.Message msg) { //for every player in list remove client from list for (int i = 0; i < Players.Count; i++) { //if item in list is the same as the connection lost then remove that player from list if (Players[i].connectionId == msg.connectionId) { //delete that player. RemovePlayer(Players[i], i); TEST(msg.connectionId); } } Debug.Log("Client DC = " + msg.connectionId); }
void ProcessData(Telepathy.Message msg) { string TheMessage = utf8.GetString(msg.data); string[] SplitMessage = TheMessage.Split('/'); }
void ClientConnected(Telepathy.Message msg) { //add player. AddPlayer(0, -0, msg.connectionId, Resources.Load("Player/Player") as GameObject, PlayerData.PlayerStatus.Connected); SendClientConnected(); }