コード例 #1
0
 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();
 }
コード例 #2
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 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());
 }
コード例 #3
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    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());
    }
コード例 #4
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        /// <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);
        }
コード例 #5
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 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();
        }
コード例 #7
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ファイル: Chat.cs プロジェクト: gregtsang/GeometryBattles
 void IChatClientListener.OnChatStateChange(ChatState state)
 {
     Debug.Log($"state: {state.ToString()}");
 }
コード例 #8
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 public void OnChatStateChange(ChatState state)
 {
     this.LogDebug("OnChatStateChange: " + state.ToString());
 }
コード例 #9
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    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();
    }
コード例 #10
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        /// <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);
            }
        }
コード例 #11
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 public void OnChatStateChange(ChatState state)
 {
     this.StateText.set_text(state.ToString());
 }
コード例 #12
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 // Token: 0x0600019F RID: 415 RVA: 0x0000B646 File Offset: 0x00009846
 public void OnChatStateChange(ChatState state)
 {
     this.StateText.text = state.ToString();
 }
コード例 #13
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ファイル: ChatSystem.cs プロジェクト: Blueteak/SWEngFinal
	public void OnChatStateChange(ChatState state)
	{
		UnityEngine.Debug.Log(state.ToString());
	}
コード例 #14
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ファイル: ChatController.cs プロジェクト: arkanoid1/sdk-dist
        /// <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()));
            }
        }
コード例 #15
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 public void OnChatStateChange(ChatState state)
 {
     rotateMessages(1);
     chatHistory[chatHistory.Length - 1] = "New state: " + state.ToString();
     printChat();
 }
コード例 #16
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ファイル: ChatSystem.cs プロジェクト: Blueteak/SWEngFinal
 public void OnChatStateChange(ChatState state)
 {
     UnityEngine.Debug.Log(state.ToString());
 }
コード例 #17
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 public void OnChatStateChange(ChatState state)
 {
     Debug.Log(state.ToString());
 }
コード例 #18
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ファイル: ChatManager.cs プロジェクト: sub3Dreamer/PhotonChat
 public void OnChatStateChange(ChatState state)
 {
     CommonDebug.Log("OnChatStateChange >> state : " + state.ToString());
 }