public void SubmitTurn() { UnityEngine.Debug.Log("Submitting turn"); var submitTurnRequest = new SubmitTurnRequestDesc(CurrentGame.MatchId); submitTurnRequest.StateData = CurrentGame.AsMultiTypeDictionary(); if (CurrentGame.MatchState == GameState.MATCHSTATE_COMPLETE) { var outcomeDataBuilder = new SdkCore.MultiTypeDictionaryBuilder(); outcomeDataBuilder.Add("Winner", m_chilliConnectId); submitTurnRequest.OutcomeData = outcomeDataBuilder.Build(); submitTurnRequest.Completed = true; SkillLevel++; var setPlayerDataRequest = new SetPlayerDataRequestDesc("SkillLevel", SkillLevel); m_chilliConnect.CloudData.SetPlayerData(setPlayerDataRequest, (request, response) => Debug.Log("Player Data Updated"), (request, error) => Debug.Log(error.ErrorDescription)); } m_chilliConnect.AsyncMultiplayer.SubmitTurn(submitTurnRequest, (request, response) => SubmitTurnCallBack(response), (request, error) => Debug.Log(error.ErrorDescription)); }
private void StartMatch(String matchId) { var startMatchDesc = new StartMatchRequestDesc(matchId); startMatchDesc.StateData = CurrentGame.AsMultiTypeDictionary(); m_chilliConnect.AsyncMultiplayer.StartMatch(startMatchDesc, (request, response) => StartMatchCallBack(response), (request, error) => Debug.Log(error.ErrorDescription)); }
public void CreateNewGame(string selectedSide) { CurrentGame.SetNewGame(selectedSide, m_chilliConnectId); var maxPlayers = 2; var createMatchRequest = new CreateMatchRequestDesc(MATCH_TYPE, TURN_TYPE_SEQUENTIAL, maxPlayers); createMatchRequest.StateData = CurrentGame.AsMultiTypeDictionary(); createMatchRequest.TurnOrderType = "RANDOM"; createMatchRequest.AutoStart = false; createMatchRequest.Properties = new Dictionary <string, SdkCore.MultiTypeValue> (); createMatchRequest.Properties ["SkillLevel"] = SkillLevel; m_chilliConnect.AsyncMultiplayer.CreateMatch(createMatchRequest, (request, response) => CreateMatchCallBack(response), (request, error) => Debug.Log(error.ErrorDescription)); }