// Start is called before the first frame update void Start() { playerState.playerRole = "Receiver"; Debug.Log("Connecting to web socket"); if (!NetworkMessaging.socketOpen()) { NetworkMessaging.ConnectWebSocketToServerAsync("ws://localhost:8095/connectdemo"); } }
// Update is called once per frame void Update() { if (NetworkMessaging.socketOpen()) { Debug.Log("Socket is open"); if (!checkingForMessages) { Debug.Log("Checking for messages"); checkingForMessages = true; checkForMessage(); } } }
// Update is called once per frame void Update() { if (NetworkMessaging.socketOpen()) { Debug.Log("Socket is open"); if (!receiverInitialized) { receiverInitialized = true; NetworkMessaging.SendJsonViaPOST(cypher, "http://35.209.52.72:80/initreceiverdemo"); } if (!checkingForMessages) { Debug.Log("Checking for messages"); checkingForMessages = true; checkForMessage(); } } }
// Start is called before the first frame update void Start() { playerState.playerRole = "Sender"; step_dropdown = GameObject.Find("step_dropdown").GetComponent <Dropdown>(); verb_dropdown = GameObject.Find("verb_dropdown").GetComponent <Dropdown>(); noun_dropdown = GameObject.Find("noun_dropdown").GetComponent <Dropdown>(); answer.verbs = new string[] { "Push", "Turn", "Turn", "Cut" }; answer.nouns = new string[] { "Wire", "Dial", "Switch", "Switch" }; cypher.verbs = new string[] { "Push", "", "Turn", "" }; cypher.nouns = new string[] { "", "Dial", "", "Switch" }; Debug.Log("Connecting to web socket"); if (!NetworkMessaging.socketOpen()) { NetworkMessaging.ConnectWebSocketToServerAsync("ws://localhost:8095/connectdemo"); } }
// Update is called once per frame void Update() { if (NetworkMessaging.socketOpen()) { Debug.Log("Socket is open"); if (!joinedSession) { Debug.Log("Sending join session request"); var joinSessionReq = new joinSessionRequest(); joinSessionReq.playerId = playerState.playerId; NetworkMessaging.SendSocketMessage(joinSessionReq); joinedSession = true; } else if (!checkingForMessages) { Debug.Log("Checking for messages"); checkingForMessages = true; checkForMessage(); } } }