RegisterHandler() public méthode

This registers a handler function for a message Id.

public RegisterHandler ( short msgType, NetworkMessageDelegate handler ) : void
msgType short The message ID to register.
handler NetworkMessageDelegate The handler function to register.
Résultat void
	// ------------------------------------------------
	// Client functions
	// ------------------------------------------------
	#if UNITY_IOS || UNITY_ANDROID
	
	override public void OnClientConnect (NetworkConnection conn)
	{
		netDiscovery.shouldConnect = false;

		base.OnClientConnect (conn);
		print ("CLIENT: connected to " + conn.address);

		conn.RegisterHandler (MsgCode, OnMessageReceived);
	}
Exemple #2
0
        // ----------------- Client callbacks ------------------
        public override void OnClientConnect(NetworkConnection conn)
        {
            base.OnClientConnect(conn);

            infoPanel.gameObject.SetActive(false);

            conn.RegisterHandler(MsgKicked, KickedMessageHandler);

            if (!NetworkServer.active)
            {//only to do on pure client (not self hosting client)
                ChangeTo(lobbyPanel);
                backDelegate = StopClientClbk;
                SetServerInfo("Client", networkAddress);
            }
        }
	public override void OnClientConnect(NetworkConnection conn)
	{
		base.OnClientConnect(conn);

		conn.RegisterHandler(GameStateMsg.type, GameStateResponse);
		conn.RegisterHandler((short)MsgTypes.PrepTimeStart, StartPrepTimer);
		conn.RegisterHandler((short)MsgTypes.RoundStart, StartRoundTimer);

		Debug.Log("Client Connected " + localPlayerName);
		clManager.enabled = false;

		StringMessage msg = new StringMessage();
		msg.value = localPlayerName;

		ClientScene.AddPlayer(conn, 0, msg);
		canvas.SetActive(true);
	}
Exemple #4
0
		// ===========================================================================
		// ========================= UTILITY FUNCTIONS =========================
		// ===========================================================================

		void registerAllCallbacks ( NetworkConnection nc, NetworkMessageDelegate nmd )
		{
			foreach (Message.ID MsgId in System.Enum.GetValues(typeof(Message.ID))) // Register all the callbacks
				nc.RegisterHandler((short)MsgId, nmd);
		}