private void createPlayerServer(object sender, MessageEventArgs e)
    {
        Debug.Log("reciviendo respuesta");
        PlayerListResponse response = PlayerListResponse.CreateFromJSON(e.Data);

        foreach (var user in response.users)
        {
            UnityThread.executeInUpdate(() =>
            {
                GameObject p = Instantiate(multiPlayerPrefact, new Vector3(-8, -1, 0), Quaternion.identity);
                MultiPlayerController con = p.GetComponent <MultiPlayerController>();
                con.init(user);
            });
        }
        NetworkingController networking = GameMaster.getNetworkingController();

        networking.stopListenOnMessage(createPlayerServer, responseName);
    }
Exemple #2
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    void OnDestroy()
    {
        NetworkingController networking = GameMaster.getNetworkingController();

        networking.stopListenOnMessage(FriendsListUpdated, responseName);
    }
Exemple #3
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    private void OnDestroy()
    {
        NetworkingController networking = GameMaster.getNetworkingController();

        networking.stopListenOnMessage(movePlayer, _playerName + responseName);
    }