public void OnChatStateChange(ChatState state) { // use OnConnected() and OnDisconnected() // this method might become more useful in the future, when more complex states are being used. Debug.LogError("Change State : " + state.ToString()); this.StateText.text = state.ToString(); }
public void OnChatStateChange(ChatState state) { // use OnConnected() and OnDisconnected() // this method might become more useful in the future, when more complex states are being used. Debug.Log(state.ToString()); ReportToChannel("Server: " + state.ToString()); }
public void OnChatStateChange(ChatState state) { // use OnConnected() and OnDisconnected() // this method might become more useful in the future, when more complex states are being used. Debug.Log("Local Client State:\t" + state.ToString()); }
/// <summary> /// Sets the chat-state for the conversation with the XMPP user with the /// specified JID. /// </summary> /// <param name="jid">The JID of the XMPP user to set the chat-state /// for.</param> /// <param name="state">The new chat-state.</param> /// <exception cref="ArgumentNullException">The jid parameter is /// null.</exception> public async Task SetChatState(Jid jid, ChatState state) { jid.ThrowIfNull("jid"); Message m = new Message(jid); m.Type = MessageType.Chat; m.Data.Child(Xml.Element(state.ToString().ToLowerInvariant(), "http://jabber.org/protocol/chatstates")); await im.SendMessage(m); }
public void OnChatStateChange(ChatState state) { chatState = state; ui.statusText.text = state.ToString(); if (!chatClient.CanChat) { ui.chatInputField.enabled = false; } else { ui.chatInputField.enabled = true; } }
public override void OnEnter() { if (!chatState.IsNone) { chatState.Value = LastChatState; } if (!chatStateAsString.IsNone) { chatStateAsString.Value = LastChatState.ToString(); } Finish(); }
void IChatClientListener.OnChatStateChange(ChatState state) { Debug.Log($"state: {state.ToString()}"); }
public void OnChatStateChange(ChatState state) { this.LogDebug("OnChatStateChange: " + state.ToString()); }
public void OnChatStateChange(ChatState state) { // use OnConnected() and OnDisconnected() // this method might become more useful in the future, when more complex states are being used. this.StateText.text = state.ToString(); }
/// <summary> /// Is called whenb the ChatClient's state changed. Usually, OnConnected and OnDisconnected are the callbacks to react to. /// </summary> /// <param name="state">The new state.</param> public void OnChatStateChange(ChatState state) { if (printConsoleMessages) { Debug.Log("ChatManager::Console Message -> On chat state changed: " + state.ToString()); } if (onChatStateChangeEvent != null) { onChatStateChangeEvent(state); } }
public void OnChatStateChange(ChatState state) { this.StateText.set_text(state.ToString()); }
// Token: 0x0600019F RID: 415 RVA: 0x0000B646 File Offset: 0x00009846 public void OnChatStateChange(ChatState state) { this.StateText.text = state.ToString(); }
public void OnChatStateChange(ChatState state) { UnityEngine.Debug.Log(state.ToString()); }
/// <summary> /// Periodically updates the internal state of the controller. /// </summary> public virtual void Update() { // for stress testing to make sure memory is being passed around properly //GC.Collect(); if (m_ChatState == ChatState.Uninitialized) { return; } ErrorCode ret = m_ChatApi.FlushEvents(); if (Error.Failed(ret)) { string err = Error.GetString(ret); ReportError(string.Format("Error flushing chat events: {0}, in state {1}", err, m_ChatState.ToString())); } }
public void OnChatStateChange(ChatState state) { rotateMessages(1); chatHistory[chatHistory.Length - 1] = "New state: " + state.ToString(); printChat(); }
public void OnChatStateChange(ChatState state) { UnityEngine.Debug.Log(state.ToString()); }
public void OnChatStateChange(ChatState state) { Debug.Log(state.ToString()); }
public void OnChatStateChange(ChatState state) { CommonDebug.Log("OnChatStateChange >> state : " + state.ToString()); }