public void getAcceleration(SocketIOEvent e) { //Debug.Log("Acceleration X: " + e.data["aX"].ToString()); //Debug.Log("Acceleration Y: " + e.data["aY"].ToString()); //Debug.Log("Acceleration Z: " + e.data["aZ"].ToString()); currentAx = float.Parse((e.data["aX"]).ToString()); currentAy = float.Parse((e.data["aY"]).ToString());; //Probably most important value currentAz = float.Parse((e.data["aZ"]).ToString()); if (currentAx > 0.5 || currentAx < -0.5) { ogAx = currentAx; } else { ogAx = 0; } if (currentAy > 0.5 || currentAy < -0.5) { ogAy = currentAy; } else { ogAy = 0; } if (currentAz > 0.5 || currentAz < -0.5) { ogAz = currentAz; } else { ogAz = 0; } }
public void CloseHandler(SocketIOEvent e) { if(isServer){ Debug.Log("[SocketIO] Close received: " + e.name + " " + e.data); // socketIOInputEvents.ServerDisconnect(); } }
private void ReceiveRoomList(SocketIO.SocketIOEvent ev) { if (GameObject.activeInHierarchy == false) { return; } this.m_RoomLoaded = true; var receiveRooms = ev.data.GetField("rooms").list; for (int i = 0; i < this.m_Rooms.Count; i++) { this.m_Rooms[i].gameObject.SetActive(false); } for (int i = 0; i < receiveRooms.Count; i++) { if (i >= this.m_Rooms.Count) { var roomInstantiate = GameObject.Instantiate(this.m_RoomItemPrefab); roomInstantiate.transform.SetParent(this.m_RoomContent.transform); roomInstantiate.transform.localPosition = Vector3.zero; roomInstantiate.transform.localRotation = Quaternion.identity; roomInstantiate.transform.localScale = Vector3.one; this.m_Rooms.Add(roomInstantiate); } var room = receiveRooms[i]; var roomName = room.GetField("roomName").ToString().Replace("\"", ""); var players = int.Parse(room.GetField("players").ToString()); var maxPlayers = room.GetField("maxPlayers").ToString().Replace("\"", ""); var roomDisplay = string.Format("{0}: {1}/{2}", roomName, players, maxPlayers); this.m_Rooms[i].Setup(roomName, players, roomDisplay, this.JoinRoom); this.m_Rooms[i].SetEnable(true); this.m_Rooms[i].gameObject.SetActive(true); } }
void loginSuccess(SocketIOEvent e) { PlayerName = myscript.jsontoString( e.data [0].ToString (),"\""); Player.Name = PlayerName; Player.ID = myscript.jsontoString(e.data [1].ToString (),"\""); Player.MyColor = myscript.jsontoString(e.data [3].ToString (),"\""); Debug.Log ("Your ID : " + PlayerName); Debug.Log ("Your Position : " + e.data [2].ToString ()); if (myscript.jsontoString(e.data [2].ToString (),"\"") == "null") { Player.startPosition = Vector3.zero; } else { Player.startPosition = myscript.StringtoVector3(myscript.jsontoString(e.data [2].ToString (),"\"")); } Player.gameObject.transform.position = Player.startPosition; Login = false; Application.LoadLevel(1); }
private void OnReceiveNewWord(SocketIO.SocketIOEvent ev) { // ANSWER // var lastIndex = int.Parse (ev.data.GetField("lastIndex").ToString()); // GAME TURN var currentTurn = int.Parse(ev.data.GetField("turnIndex").ToString()); this.SetCurrenTurn(currentTurn); this.m_YourTurnText.text = "YOUR TURN"; this.m_WordInputString = string.Empty; // CURRENT CHARACTER var currentPrefix = ev.data.GetField("nextCharacter").ToString().Replace("\"", string.Empty); this.SetCurrentCharacter(currentPrefix); // PLAYER var playerAvatar = int.Parse(ev.data.GetField("playerAvatar").ToString()); var frame = int.Parse(ev.data.GetField("playerFrame").ToString()); // WORD LIST var displayWord = ev.data.GetField("displayWord").ToString().Replace("\"", string.Empty); var item = this.DisplayAWord(frame, playerAvatar, displayWord); this.m_WordLists.Add(item); // GOLD COST var goldCost = int.Parse(ev.data.GetField("goldCost").ToString()); this.m_GoldCostText.text = string.Format("-{0}", goldCost); // UI this.m_SuggestButton.interactable = true; // EVENTS CRootManager.Instance.StopCoroutine(this.HandleUpdateWordScrollRect()); CRootManager.Instance.StartCoroutine(this.HandleUpdateWordScrollRect()); CSoundManager.Instance.Play("sfx_new_word"); }
void OnEnemies(SocketIO.SocketIOEvent socketIOEvent) { EnemiesJSON enemiesJSON = EnemiesJSON.CreateFromJSON(socketIOEvent.data.ToString()); EnemySpawner es = GetComponent <EnemySpawner>(); es.SpawnEnemies(enemiesJSON); }
void CheckID(SocketIOEvent e) { //socket情報抽出 string id = "__"+e.data.GetField("id").str; string direction = e.data.GetField("direction").str; Debug.Log(id); Debug.Log(direction); //送られてきたIDの対象を特定 GameObject target = GameObject.Find(id); plycon = target.GetComponent<PlayerController>(); //対象のオブジェクトに、特定の方向に動かす命令 switch(direction){ case "up": plycon.MoveUp(); break; case "left": plycon.MoveLeft(); break; case "right": plycon.MoveRight(); break; case "down": plycon.MoveDown(); break; } }
public TimeLeftSync(SocketIO.SocketIOEvent e, SocketIO.SocketIOComponent socket, NetworkManager networkManager) : base(e, socket, networkManager) { timeLeftInSeconds = int.Parse(data["timeLeftInSeconds"]); HandlePacket(); }
public void Call(SocketIO.SocketIOEvent param0) { func.BeginPCall(); func.PushObject(param0); func.PCall(); func.EndPCall(); }
public void OnMessage(SocketIOEvent e) { Debug.Log("[SocketIO] OnMessage : " + e.name + " " + e.data); Debug.Log("hello"); dataF = e.data.list[0].f; }
public void GameOverResponse(SocketIO.SocketIOEvent E) { PlayerResult rr = JsonConvert.DeserializeObject <PlayerResult>(E.data.ToString()); gameOver.SetActive(true); gameOver.transform.GetChild(1).GetComponent <Text>().text = rr.Player.Name + " wins"; }
void setIntensity(SocketIO.SocketIOEvent ev) { //json = JsonUtility.FromJson<data>(ev.data); string amountstr = string.Format("{0}", ev.data); intensity = massageSocket(amountstr); }
public void PlayerMove(SocketIOEvent e) { Debug.Log("Player " + myscript.jsontoString (e.data [0].ToString (), "\"") + " : " + myscript.jsontoString (e.data [1].ToString (), "\"") ); GameObject newObj = GameObject.Find (myscript.jsontoString (e.data [0].ToString (), "\"")); Debug.Log(newObj); newObj.GetComponent<OtherPlayer>().currentPosition = myscript.StringtoVector3(myscript.jsontoString(e.data [1].ToString (),"\"")); }
public void playerEnter(SocketIOEvent e) { string side = string.Format ("{0}", e.data ["side"]); string character = string.Format ("{0}", e.data ["character"]); string holdingItem = string.Format ("{0}", e.data ["holdingItem"]); if (holdingItem.Contains ("none")) { Debug.Log ("NOITEMCALLchar: " + character + " tempSide: " + side); callingCharAnims.GetComponent<CallingCharAnimations> ().callAnimation (character, side); } else { Debug.Log ("char: " + character + " tempSide: " + side + " holdingItem :" + holdingItem); string tempItem = "chili"; callingCharAnims.GetComponent<CallingCharAnimations> ().callAnimationWithItem (character, side, holdingItem); if (tempItem.Contains ("bramble")) { } } }
private void moveCallback(SocketIOEvent obj) { Debug.Log(string.Format("[name: {0}, data: {1}]", obj.name, obj.data)); var playerId = obj.data["player"].str; var move = obj.data["move"]; var distance = obj.data["distance"].n; var direction = int.Parse(move.str); _gameboard.SetActivePlayer(playerId); // -1 is a failed move if (distance < 0) _gameboard.HandlePlayerMove(playerId, direction, false); // 1 is a successful move if (distance > 0) { _gameboard.HandlePlayerMove(playerId, direction, true); } // 0 is game over if (distance == 0) { _gameboard.HandleGameOver(); } }
public void RemovePlayer(SocketIOEvent e) { string id = "__"+e.data.GetField("id").str; // Debug.Log("goodby "+id); GameObject obj = GameObject.Find(id); Destroy(obj); }
public HiderCountSync(SocketIO.SocketIOEvent e, SocketIO.SocketIOComponent socket, NetworkManager networkManager) : base(e, socket, networkManager) { hidersLeft = int.Parse(data["hiderAmount"]); HandlePacket(); }
private void OnStartGame(SocketIO.SocketIOEvent ev) { // GAME TURN var firstTurn = int.Parse(ev.data.GetField("firstPlayerIndex").ToString()); this.SetCurrenTurn(firstTurn); // PREFIX var currentPrefix = ev.data.GetField("firstCharacter").ToString().Replace("\"", string.Empty); this.SetCurrentCharacter(currentPrefix); // AVATAR var room = ev.data.GetField("roomInfo"); var players = room.GetField("players").list; for (int i = 0; i < players.Count; i++) { var playerAvatar = int.Parse(players[i].GetField("playerAvatar").ToString()); this.m_PlayerDisplayItems[i].Setup(playerAvatar); } // GOLD COST var goldCost = int.Parse(ev.data.GetField("goldCost").ToString()); this.m_GoldCostText.text = string.Format("-{0}", goldCost); CRootManager.Instance.BackTo("MainGamePanel"); CSoundManager.Instance.Play("sfx_new_word"); }
public void ToClient(SocketIOEvent e){ Debug.Log(string.Format("[name: {0}, data: {1}]", e.name, e.data)); Debug.Log (e.data ["msg"].ToString().Trim()); playercontrolobject = GameObject.Find ("__GameManager"); _PlayerControl = playercontrolobject.GetComponent<PlayerControl> (); //_PlayerControl.TakeInput (e.data ["msg"].ToString().Trim('"')); }
/// <summary> /// Handles a player dying, this will eventually play an animation and remove the player from the scene. /// </summary> /// <param name="e">The event we need to handle</param> /// <param name="socket">The socket</param> /// <param name="networkManager">The network manager</param> public PlayerDeath(SocketIO.SocketIOEvent e, SocketIO.SocketIOComponent socket, NetworkManager networkManager) : base(e, socket, networkManager) { this.clientId = data["clientId"]; HandlePacket(); }
void OnOtherPlayerConnected(SocketIO.SocketIOEvent socketIOEvent) { print("Someone else joined"); string data = socketIOEvent.data.ToString(); UserJSON userJSON = UserJSON.CreateFromJSON(data); Vector3 position = new Vector3(userJSON.position[0], userJSON.position[1], userJSON.position[2]); Quaternion rotation = Quaternion.Euler(userJSON.rotation[0], userJSON.rotation[1], userJSON.rotation[2]); GameObject o = GameObject.Find(userJSON.name) as GameObject; if (o != null) { return; } GameObject p = Instantiate(player, position, rotation) as GameObject; //We are setting up their other fields name and if they are local PlayerController pc = p.GetComponent <PlayerController>(); Transform t = p.transform.Find("HealthBarCanvas"); Transform t1 = t.transform.Find("PlayerName"); Text playerName = t1.GetComponent <Text>(); playerName.text = userJSON.name; pc.isLocalPlayer = false; p.name = userJSON.name; // we also need to set the health Health h = p.GetComponent <Health>(); h.currentHealth = userJSON.health; h.OnChangeHealth(); }
private void OnPlayAvariable(SocketIOEvent evt ) { UserData player1 = CheckPlayer(evt.data.GetField("player1")); UserData player2 = CheckPlayer(evt.data.GetField("player2")); if( GameManager.Instance.userData.ID == player1.ID ){ Debug.Log("Player1 Ready!!"); GameManager.Instance.player = GameManager.Player.player1; JSONObject ready = new JSONObject(); ready.AddField("id", player1.ID ); NetworkManager.Instance.Socket.Emit("READY", ready); }else{ if( GameManager.Instance.userData.ID == player2.ID ){ Debug.Log("Player2 Ready!!"); GameManager.Instance.player = GameManager.Player.player2; JSONObject ready = new JSONObject(); ready.AddField("id", player1.ID ); NetworkManager.Instance.Socket.Emit("READY", ready); }else{ Debug.Log("JUST WATCH!!"); GameManager.Instance.player = GameManager.Player.guest; } } oldText.text = player1.UserName; friendText.text = player2.UserName; }
/* Player */ /// <summary> /// deze funcite is voor je moeder /// </summary> /// <param name="e"></param> private void PlayerJoin(SocketIO.SocketIOEvent e) { string eventAsString = "" + e.data; Dictionary <string, string> data = JsonConvert.DeserializeObject <Dictionary <string, string> >(eventAsString); if (data["clientId"] == this.socket.sid & !joined) { joined = true; GameObject newPlayer = Instantiate(playerPrefabs[int.Parse(data["playerTypeId"])], new Vector3(float.Parse(data["x"]), float.Parse(data["y"])), Quaternion.Euler(0, float.Parse(data["rotY"]), float.Parse(data["rotZ"]))); MultiPlayerPlayer player = newPlayer.GetComponent <MultiPlayerPlayer>(); player.Init(this, data["clientId"], true); players.Add(player); cam.SetPlayer(newPlayer); } else if (data["clientId"] != this.socket.sid) { GameObject newPlayer = Instantiate(playerPrefabs[int.Parse(data["playerTypeId"])], new Vector3(float.Parse(data["x"]), float.Parse(data["y"])), Quaternion.Euler(0, float.Parse(data["rotY"]), float.Parse(data["rotZ"]))); MultiPlayerPlayer player = newPlayer.GetComponent <MultiPlayerPlayer>(); player.Init(this, data["clientId"], false); players.Add(player); } }
public void ackLeaveRoom(SocketIOEvent e) { Debug.Log ("방 퇴장"); //방을 퇴장하면 룸 채팅창을 깨끗히 비운다. GameObject.Find ("RoomChatField").GetComponent<Text> ().text = ""; GameObject.Find ("Canvas").GetComponent<MenuManager> ().ShowMenu (GameObject.Find ("Lobby").GetComponent<Menu>()); }
public void SetDataToFields(SocketIO.SocketIOEvent dataLB) { foreach (JSONObject board in dataLB.data["boards"].list) { String boardTitle = board["title"].str; Board b = new Board(); b.boardName = boardTitle; b.players = new List <Player>(); foreach (JSONObject player in board["players"].list) { String playerNick = player["nick"].str; int playerVal = (int)player["value"].n; Player p = new Player(); p.nick = playerNick; p.score = playerVal; b.players.Add(p); } boards.Add(b); } LoadCurrentBoard(0); }
private void PlayerJoinServer(SocketIO.SocketIOEvent e) { if (!joined) { new PlayerJoinBuilder(socket, this); } }
public void OnAcceleration(SocketIOEvent e) { Debug.Log(e.data); JSONNode node = JSON.Parse(e.data + ""); acceleration = node["acceleration"].AsFloat; //Debug.Log(json.GetField("acceleration")); }
private void OnRecketEnemyMove(SocketIOEvent evt ) { if( GameManager.Instance.player == GameManager.Player.player1 ){ racketPlayer2.FromBoradcastVelocity(Converter.JsonToVecter2(Converter.JsonToString(evt.data.GetField("position").ToString()))); }else if( GameManager.Instance.player == GameManager.Player.player2 ){ racketPlayer1.FromBoradcastVelocity(Converter.JsonToVecter2(Converter.JsonToString(evt.data.GetField("position").ToString()))); } }
private void OnCountDownAnswerTimer(SocketIO.SocketIOEvent ev) { var answerTimer = int.Parse(ev.data.GetField("answerTimer").ToString()); var minute = answerTimer / 60; var second = answerTimer % 60; this.m_YourTurnText.text = string.Format("YOUR TURN\n{0}:{1}", minute.ToString("d2"), second.ToString("d2")); }
/// <summary> /// Handles the quit packet mainly by removing the corresponding player object from the scene. /// </summary> /// <param name="e">The event we need to handle</param> /// <param name="socket">The socket</param> /// <param name="networkManager">The networking manager</param> public PlayerQuit(SocketIO.SocketIOEvent e, SocketIO.SocketIOComponent socket, NetworkManager networkManager) : base(e, socket, networkManager) { this.player = networkManager.GetPlayerFromClientId(data["socketId"]); networkManager.RemoveOnlinePlayer(player); HandlePacket(); }
public PlayerMessageHandler(SocketIO.SocketIOEvent e, SocketIO.SocketIOComponent socket, NetworkManager networkManager) : base(e, socket, networkManager) { this.messageType = (MessageTypes)Enum.GetValues(typeof(MessageTypes)).GetValue(int.Parse(data["messageType"])); this.message = data["message"]; HandlePacket(); }
void Start() { json = new JSONObject(); json.AddField("steering_angle", "0"); json.AddField("throttle", "1"); json.AddField("vert_angle", "0"); socketEvent = new SocketIO.SocketIOEvent("OnSteer", json); }
public void Bet(SocketIOEvent e) { Debug.Log("Bet recieved: " + e.name + " " + e.data); int amount = 0; e.data.GetField(ref amount, "amount"); gameMananger.updateOpponentBet(amount); }
public void OnSteering(SocketIOEvent e) { Debug.Log(e.data); JSONNode node = JSON.Parse(e.data + ""); steeringAngle = node["angle"].AsFloat; //Debug.Log(json.GetField("acceleration")); }
private void OnUserDisconnected(SocketIOEvent evt ) { UserData usrdata = new UserData(); usrdata.ID = Converter.JsonToString(evt.data.GetField("id").ToString()); usrdata.UserName = Converter.JsonToString(evt.data.GetField("name").ToString()); _usersData.Remove(usrdata); usrdata = null; }
private void OnCountDownTimer(SocketIO.SocketIOEvent ev) { var roomTimer = int.Parse(ev.data.GetField("roomTimer").ToString()); var minute = roomTimer / 60; var second = roomTimer % 60; this.m_RoomTimerText.text = string.Format("{0}:{1}", minute.ToString("d2"), second.ToString("d2")); }
public void loginSuccess(SocketIOEvent e) { Debug.Log("Login Exitoso"); GameObject script = GameObject.Find("Cube"); Debug.Log(script); Destroy(script); Application.LoadLevel("Juego"); }
void OnOtherPlayerDisconnect(SocketIO.SocketIOEvent socketIOEvent) { print("user disconnected"); string data = socketIOEvent.data.ToString(); UserJSON userJSON = UserJSON.CreateFromJSON(data); Destroy(GameObject.Find(userJSON.name)); }
public SyncDayNightCycle(SocketIO.SocketIOEvent e, SocketIO.SocketIOComponent socket, NetworkManager networkManager) : base(e, socket, networkManager) { this.time = PacketUtils.FromPacketString(data["time"]); this.secondsPerSecond = PacketUtils.FromPacketString(data["secondsPerSecond"]); this.HandlePacket(); }
private void StatusUpdate(SocketIO.SocketIOEvent e) { string eventAsString = "" + e.data; Dictionary <string, string> data = JsonConvert.DeserializeObject <Dictionary <string, string> >(eventAsString); this.status = Status.GetById(int.Parse(data["status"])); statusText.text = status.Name; }
private void OnAppendagePositionUpdate(SocketIO.SocketIOEvent e) { string eventAsString = "" + e.data; Dictionary <string, string> data = JsonConvert.DeserializeObject <Dictionary <string, string> >(eventAsString); Vector3 pos = new Vector3(float.Parse(data["x"]), float.Parse(data["y"]), float.Parse(data["z"])); ragdollController.UpdateApandages(int.Parse(data["id"]), pos); }
private void messageResponse(SocketIO.SocketIOEvent E) { MessageResult result = JsonConvert.DeserializeObject <MessageResult>(E.data.ToString()); if (result.State) { message = result.msg; } }
private void Redirect(SocketIO.SocketIOEvent e) { string eventAsString = "" + e.data; Dictionary <string, string> data = JsonConvert.DeserializeObject <Dictionary <string, string> >(eventAsString); socket.ReConnect(data["port"]); //Start registering new data this.Start(); }
public void HandleGame(SocketIOEvent e) { Debug.Log("[SocketIO] " + e.name + " received: " + e.data); gameData = e.data; string state = e.data.GetField("state").GetField("name").str; // The game's state Debug.Log ("Sending trigger " + state); GetComponent<Animator>().SetTrigger(state); }
public PlayerSeesSeekerHandler(SocketIO.SocketIOEvent e, SocketIO.SocketIOComponent socket, NetworkManager networkManager, Seeker seeker) : base(e, socket, networkManager) { this.seeker = seeker; this.hider = (Hider)networkManager.GetPlayerFromClientId(data["socketId"]); this.isVisible = bool.Parse(data["isVisible"]); HandlePacket(); }
private void OnUserConnected( SocketIOEvent evt ) { UserData usrdata = new UserData(); usrdata.ID = Converter.JsonToString(evt.data.GetField("id").ToString()); usrdata.UserName = Converter.JsonToString(evt.data.GetField("name").ToString()); _usersData.Add(usrdata); Debug.Log("Counter User : "+_usersData.Count); }
public void LoginSuccess(SocketIOEvent e) { Debug.Log("LOGIN SUCCESS: " + e.name + " " + e.data); PlayerPrefs.SetString ("username", username_text.text); PlayerPrefs.SetString ("password", password_text.text); StatusSyncButton.gameObject.SetActive (true); CharacterSyncButton.gameObject.SetActive (true); login_button.gameObject.SetActive (false); }
void OnUserConnected(SocketIOEvent obj) { Debug.Log( "all user born on this client" ); GameObject otherPlater = GameObject.Instantiate( playerGameObj.gameObject, playerGameObj.position, Quaternion.identity ) as GameObject; Player otherPlayerCom = otherPlater.GetComponent<Player>(); otherPlayerCom.playerName = JsonToString(obj.data.GetField("name").ToString(), "\""); otherPlater.transform.position = JsonToVecter3( JsonToString(obj.data.GetField("position").ToString(), "\"") ); otherPlayerCom.id = JsonToString(obj.data.GetField("id").ToString(), "\""); }
void UpdatePlayersDisplayView(SocketIOEvent ev) { JSONObject players = ev.data["players"]; transform.Find("PlayersDisplay") .GetComponent<PlayersDisplay>() .UpdatePlayersView(players); Show(); }
private void ReceiveMessageError(SocketIO.SocketIOEvent ev) { if (this.GameObject.activeInHierarchy == false) { return; } // UI this.m_SubmitButton.interactable = true; CSocketManager.Instance.Invoke("ShowLastErrorPopup", 0f); }
public PacketHandler(SocketIO.SocketIOEvent e, SocketIO.SocketIOComponent socket, NetworkManager networkManager) { string eventAsString = "" + e.data; Dictionary <string, string> data = JsonConvert.DeserializeObject <Dictionary <string, string> >(eventAsString); this.e = e; this.data = data; this.socket = socket; this.networkManager = networkManager; }
/* Direct responses */ private void OnConnection(SocketIO.SocketIOEvent e) { if (!joined) { Dictionary <string, string> data = new Dictionary <string, string>(); data["connectionType"] = connectionType; socket.Emit("join", new JSONObject(data)); } }
private void FindMovesResponse(SocketIO.SocketIOEvent E) { print(E.data.ToString()); MovesResult result = JsonConvert.DeserializeObject <MovesResult>(E.data.ToString()); if (result.State) { selectedPiece.GetComponent <Piece>().FindAllPossibleMoves(result.Paths, pieces, grid, highLightMaterial1, highLightMaterial2, highLightMaterial4); } }
public void ackGlobalChat(SocketIOEvent e) { string id = e.data.GetField ("id").str; string input = e.data.GetField ("input").str; if (input != "") { GameObject chatField = GameObject.Find("ChatField"); chatField.GetComponent<Text> ().text += id+" : "+input+"\n"; chatField.GetComponent<RectTransform>().sizeDelta = new Vector2(chatField.GetComponent<RectTransform>().sizeDelta.x,chatField.GetComponent<RectTransform>().sizeDelta.y+17); } }
//called by our socket event - mapped to a specific event in this case public void OnSocketConnect(SocketIOEvent e) { //cool. we connected to the server and got the event data Debug.Log("[SocketIO] Open received: " + e.name + " " + e.data); //update the UI status_text.text = "status : CONNECTED!!!!"; //lets send a message to the server and let know who's boss JSONObject json = new JSONObject(JSONObject.Type.OBJECT); json.AddField("data", "I'm unity, bitch"); socket.Emit ("update_from_client", json); }
public void TestMessage(SocketIOEvent e) { Debug.Log (string.Format ("[name: {0}, data: {1}]", e.name, e.data)); switch(e.data.GetField("message").str) { case "first": generate(first_note); break; case "second": generate(second_note);break; case "third": generate(third_note);break; } }
private void OnUserSignUped(SocketIOEvent evt ) { Debug.Log("ID = "+evt.data.GetField("id").ToString()); Debug.Log("NAME = "+evt.data.GetField("name").ToString()); UserData usrData = new UserData(); usrData.ID = Converter.JsonToString(evt.data.GetField("id").ToString()); usrData.UserName = Converter.JsonToString(evt.data.GetField("name").ToString()); usrData.isSignUp = true; GameManager.Instance.userData = usrData; SceneManager.LoadScene("Main"); }
public void OnPresidential(SocketIOEvent e) { Debug.Log ("presidential"); var rate = new ParticleSystem.MinMaxCurve(); rate.constantMax = 1000f; em1.rate = rate; Invoke("ResetParticleRate1", 1f); }
public void TestBoop(SocketIOEvent e) { Debug.Log("[SocketIO] Boop received: " + e.name + " " + e.data); if (e.data == null) { return; } Debug.Log( "#####################################################" + "THIS: " + e.data.GetField("this").str + "#####################################################" ); }
//This function is called when the server responds to Connection Test. //The client stops pinging the server and enables the main Game Logic. public void NetTest(SocketIOEvent socketEvent) { //Process Data from the Server. isConnected = true; string data = socketEvent.data.ToString (); Debug.Log ("Response from server: " + data); StopCoroutine ("ConnectionTest"); socket.Off ("ConnectionTest", NetTest); //Enable Game Logic in the Scene. //GameObject go = GameObject.FindGameObjectWithTag ("GameController"); //gameManager = go.GetComponent<GameManager> (); //((MonoBehaviour)gameManager).enabled = true; socket.Emit ("JoinRoom"); }