public void ReceiveMessageConnectToGame(NetworkMessage _msgConnectToGame) { ConnectToGameClient _ReceiveMessageConnectToGame = _msgConnectToGame.ReadMessage <ConnectToGameClient>(); Debug.Log("Message is received" + _ReceiveMessageConnectToGame.connectToGameClientMsg); if (_ReceiveMessageConnectToGame.connectToGameClientMsg == constConnectToGameClientMsg) { SceneManager.LoadScene("Game"); } }
public void ReceiveStateConnectToGame(NetworkMessage _msg) { ConnectToGameClient objectMessage = _msg.ReadMessage <ConnectToGameClient>(); if (objectMessage.connectToGameClientMsg == constConnectToGameClientMsg) { Debug.Log("Client can Connect to Game, Try to Resend a Msg to the Client"); ConnectToGameClient msgStateConnectionToGame = new ConnectToGameClient(); Debug.Log("Message : " + msgStateConnectionToGame.connectToGameClientMsg); NetworkServer.SendToClient(_msg.conn.connectionId, StateConnectionToGameClientMsgId, msgStateConnectionToGame); //Set Data LoadDataEnterGameClient(_msg.conn); } }
public void SendMsgConnectOnGameToServer() { if (_menuManager.isTryingToConnectClientOnGame == true) { _menuManager.isTryingToConnectClientOnGame = false; //Send Message Connection to Server ConnectToGameClient msgConnectToGameClient = new ConnectToGameClient(); if (client.Send(StateConnectionToGameClientMsgId, msgConnectToGameClient) == true) { Debug.Log("Message Connect To Game is Send"); } else { Debug.LogWarning("Message Connect To Game isn't Send"); } } }