/// Handles the response of the Create Team script from ChilliConnect. Will log any /// errors returned. On success, will add the new team to the local list of teams and /// update the players current team. /// /// @oaram output /// The output of the create team script /// private void TeamCreatedCallBack(MultiTypeDictionary output) { //Check the script returned an error as part of the response var wasError = output.GetBool("Error"); if (wasError) { UnityEngine.Debug.Log("Error creating team"); return; } //Get the Team data returned from the script var teamProperties = output.GetDictionary("Team"); //Construct a new team object var team = new Team(); team.ID = teamProperties.GetString("TeamID"); team.Name = teamProperties.GetString("Name"); team.PlayerCount = 1; //Set this as the players current team PlayerTeam = team; //Add to the local list of stored teams Teams.Insert(0, team); //Inform listeners that a new team is created, the players current team //has changed and that the team list has been updated OnTeamCreated(team); OnTeamsRefreshed(Teams); OnPlayerTeamRefreshed(PlayerTeam); }
/// Handles the response of the LeaveTeam script from ChilliConnect. Will log any /// any errors returned. If the request was succesfull, will clear the current player /// team and notify any listeners. /// /// @oaram output /// The response from the ChilliConnect script /// private void LeaveTeamCallBack(MultiTypeDictionary output) { var wasError = output.GetBool("Error"); if (wasError) { UnityEngine.Debug.Log("Error leaving team"); } else { PlayerTeam = null; OnPlayerTeamRefreshed(null); } }
/// Handles the response of the JoinTeam script from ChilliConnect. Will log any /// any errors returned. If the request was succesfull, will update the currently /// stored player team and notify any listeners /// /// @oaram output /// The response from the ChilliConnect script /// /// @oaram team /// The team that the player has joined /// private void JoinTeamCallBack(MultiTypeDictionary output, Team team) { var wasError = output.GetBool("Error"); if (wasError) { UnityEngine.Debug.Log("Error joining team"); } else { PlayerTeam = team; OnPlayerTeamRefreshed(team); } }