void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     if (msEvent == MasterServerEvent.RegistrationSucceeded)
     {
         print("Registration Successful");
     }
     else
     {
         print(msEvent.ToString());
     }
 }
        // Respond to events from the master server.
        private void OnMasterServerEvent(MasterServerEvent msEvent)
        {
            Debug.Log("Master Server Event: " + msEvent.ToString());

            switch (msEvent)
            {
            case MasterServerEvent.RegistrationSucceeded:
                // if there is no server manager yet, create one
                if (serverManager == null)
                {
                    InitialiseRoleManager();
                }
                break;
            }
        }
 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     // TODO: We should probably do stuff here someday
     Debug.Log("In OnMasterServerEvent: " + msEvent.ToString());
 }
 void OnMasterServerEvent(MasterServerEvent msEvent)
 {
     Debug.Log(msEvent.ToString());
 }
Esempio n. 5
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 public void OnMasterServerEvent(MasterServerEvent mse)
 {
     status.text = mse.ToString();
 }
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 private void OnMasterServerEvent(MasterServerEvent mse)
 {
     log.Debug("Master Server Event: " + mse.ToString());
 }
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 private void OnMasterServerEvent(MasterServerEvent mse)
 {
     log.Debug("Master Server Event: " + mse.ToString());
 }
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    // Message from MasterServer
    void OnMasterServerEvent(MasterServerEvent MSevent)
    {
        switch (MSevent)
        {
        case MasterServerEvent.HostListReceived:
            this.RefreshGamesList();
            break;

        case MasterServerEvent.RegistrationSucceeded:
            break;

        case MasterServerEvent.RegistrationFailedGameName:
            this.LogError(MSevent.ToString());
            break;

        case MasterServerEvent.RegistrationFailedGameType:
            this.LogError(MSevent.ToString());
            break;

        case MasterServerEvent.RegistrationFailedNoServer:
            this.LogError(MSevent.ToString());
            break;

        default:
            this.LogWarning(MSevent.ToString());
            break;
        }
    }
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 void OnMasterServerEvent(MasterServerEvent eventUru)
 {
     if (eventUru == MasterServerEvent.RegistrationSucceeded) {
         Debug.Log("The server has been registered");
             }
     else
         Debug.Log (eventUru.ToString ());
 }
Esempio n. 10
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 private void OnMasterServerEvent( MasterServerEvent _event )
 {
     DebugConsole.Log( "Master Server event " + _event.ToString() );
     //TODO: Implement cases found here http://docs.unity3d.com/Documentation/ScriptReference/MasterServerEvent.html LM 01/05/14
 }
 // message
 public void OnMasterServerEvent(MasterServerEvent mse)
 {
     if(mse == MasterServerEvent.RegistrationSucceeded)
     {
         Debug.Log ("Registered Server!");
     }
     else
     {
         Debug.Log (mse.ToString());
     }
 }