public void OnNetworkInputMessage(GameInputMessage m) { if (this.gameRunning) { // received input from other player, store it this.inputsReceived.Add(m.GameRound, new UserInput() { UnitTypePlaced = m.UnitTypePlaced, x = m.X, y = m.Y, }); this.otherPlayerNumber = m.playerNumber; this.otherEnergy = m.energy; this.otherHealth = m.health; } }
public void SubmitTurn(string gameId, int turn, string playerName, int playerId, int[] cardIds, Action onSuccess) { var req = new RESTEasyRequest(); var body = new TurnSubmissionMessage(); body.gameID = gameId; body.playerID = playerName; for (int i = 0; i < cardIds.Length; i++) { var input = new GameInputMessage(); input.order = i; input.owner = playerId; input.swap = 0; // TODO: swap cards input.cardID = cardIds[i]; body.inputs.Add(input); } Debug.Log(string.Format("Card submissions: {0}", body)); req.Body(JsonUtility.ToJson(body)).Url(State.HTTP_HOST + "/api/v1/game/" + gameId + "/turn/" + playerName).OnSuccess(onSuccess).OnFailure((s, i) => handleFailure(req, s, i)); StartCoroutine(req.Put()); }