/// <summary>
    /// Khi có người chát đến (mình chát gửi đi được viết trong ChatInput
    /// </summary>
    void OnPublicMessage(PublicMessageEvent e)
    {
        if (e.UserName == GameManager.Instance.mInfo.username)
        {
            return;
        }

        textChat.Add("[FF6600]" + e.UserName.ToUpper() + ":[-] " + e.Message + "\n");
        Utility.AutoScrollChat(textChat);
    }
Exemple #2
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    protected virtual void OnPublicMessage(PublicMessageEvent e)
    {
        Debug.Log(this.GetType().ToString() + ": " + "OnPublicMessage !!! " + e.UserName + ": " + e.Message + " - " + e.EsObject);

        if (EventPublicMessage != null)
        {
            //Debug.Log(LogEvent(EventPublicMessage));
            EventPublicMessage(e);
        }
    }
Exemple #3
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 // got a message from another player
 private void OnPublicMessage(PublicMessageEvent e)
 {
     // just pass the info through
     if (PublicMessageEvent != null)
     {
         PublicMessageEvent(new Dictionary <string, object>()
         {
             { "username", e.User }, { "message", e.Message }
         });
     }
 }
    private void OnPublicMessage(PublicMessageEvent evt)
    {
        string from = evt.UserName;
        string message = evt.Message;
        string hist_msg = from + ": " + message;

        // send chat message to the Chat Controller for display in chat history
        SendMessage("AddChatMessage", hist_msg);

        //Find user object with such Id
        GameObject user = null;

        if (from.Equals(_userName))
        {
            user = GameObject.Find("localPlayer");
        } 
        else
        {
            user = GameObject.Find("remote_" + from);
        }
        //If found - send him bubble message
        if (user)
        {
            //Debug.Log("OnPublicMessage attempting to show bubble");
            user.SendMessage("ShowBubble", message);
        }
        else
        {
            //Debug.Log("OnPublicMessage could not find the game object");
        }

    }