Esempio n. 1
0
        /// <summary>
        /// Receive a message that was sent by another player and instantiate a new line
        /// in the chatbox with this information. Then trigger to display the chat icon.
        /// </summary>
        /// <param name="incoming">SentChatMessage type, consists of a player name and the message</param>
        public virtual void ReceiveNewMessage(SentChatMessage incoming)
        {
            GameObject newMessage = null;

            if (incoming.playerName == chatClient.UserId)
            {
                newMessage = Instantiate(yourChatMessage, messagesObj.transform.position, messagesObj.transform.rotation);
            }
            else
            {
                newMessage = Instantiate(otherChatMessage, messagesObj.transform.position, messagesObj.transform.rotation);
                ReceivedOtherPlayerChatMessage.Invoke(incoming);
            }
            newMessage.GetComponent <ChatMessage>().SetMessage(incoming);
            newMessage.transform.SetParent(messagesObj.transform);
            newMessage.transform.localScale = new Vector3(1, 1, 1);
            if (autoScroll == true)
            {
                AutoScrollToBottom();
            }
            DisplayNewChatIcon(true);
            ReceivedAnyChatMessage.Invoke(incoming);
            if (OnRecieveMessage != null)
            {
                OnRecieveMessage.Invoke(incoming);
            }
        }
Esempio n. 2
0
 /// <summary>
 /// Sets the `playerName` and `message` text values based on the
 /// values in the `SentChatMessage` object.
 /// </summary>
 /// <param name="incoming">SentChatMessage type, this contains the player name and message</param>
 public virtual void SetMessage(SentChatMessage incoming)
 {
     userId          = incoming.playerName;
     playerName.text = incoming.playerName.Split(':')[0];
     message.text    = incoming.message;
 }