コード例 #1
0
 private static void OnCreatePlayerFailure(ICommandErrorDetails _, EntityId playerCreatorEntityId)
 {
     Debug.LogWarning("CreatePlayer command failed - you probably tried to connect too soon. Try again in a few seconds.");
 }
コード例 #2
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 // Retry a failed search for the PlayerCreator entity after a short delay.
 private void OnFailedPlayerCreatorQuery(ICommandErrorDetails _)
 {
     Debug.LogError("PlayerCreator query failed. SpatialOS workers probably haven't started yet. Try again in a few seconds.");
     StartCoroutine(TimerUtils.WaitAndPerform(SimulationSettings.PlayerCreatorQueryRetrySecs, CreatePlayer));
 }
コード例 #3
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 private static void OnFailedPlayerCreatorQuery(ICommandErrorDetails _)
 {
     Debug.LogError("PlayerCreator query failed. SpatialOS workers probably haven't started yet. Try again in a few seconds.");
 }
コード例 #4
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 private void OnFailedPlayerCreation(ICommandErrorDetails failure, string clientWorkerId, EntityId entityId, PlayerType playerType)
 {
     Debug.LogError("Failed to Create Player Entity: " + failure.ErrorMessage + ". Retrying...");
     CreatePlayer(clientWorkerId, entityId, playerType);
 }
コード例 #5
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 private void OnCreatePlayerCommandFailure(ICommandErrorDetails details, EntityId playerCreatorEntityId)
 {
     Debug.LogWarningFormat("CreatePlayer command failed. Status code = {0}. - you probably tried to connect too soon. Try again in a few seconds.", details.StatusCode.ToString());
     RetryCreatePlayerCommand(playerCreatorEntityId);
 }
コード例 #6
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 private void OnFailedPlayerCreation(ICommandErrorDetails response, string clientWorkerId, EntityId entityId)
 {
     Debug.LogError("Failed to Create Player Entity: " + response.ErrorMessage + ". Retrying...");
     CreatePlayer(clientWorkerId, entityId);
 }
コード例 #7
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 private void OnFailedReservation(ICommandErrorDetails response, string clientWorkerId, PlayerType playerType)
 {
     Debug.LogError("Failed to Reserve EntityId for Player: " + response.ErrorMessage + ". Retrying...");
     CreatePlayerWithReservedId(clientWorkerId, playerType);
 }
コード例 #8
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ファイル: DroneBehaviour.cs プロジェクト: dtbinh/drone-sim
 private void UnlinkDroneFailure(ICommandErrorDetails response)
 {
     Debug.LogError("Unlink failed, self-destructing anyway.");
     SelfDestruct();
 }
コード例 #9
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 private void OnAwardPointsFailure(ICommandErrorDetails response)
 {
     Debug.LogError("Failed to send AwardPoints command with error: " + response.ErrorMessage);
 }
コード例 #10
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 private void OnDeleteFailure(ICommandErrorDetails commandErrorDetails)
 {
     Debug.LogErrorFormat("Failed to Delete Player Entity (#{0}) on quit: {1}", gameObject.EntityId(), commandErrorDetails.ErrorMessage);
 }
コード例 #11
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 // Retry a failed creation of the Player entity after a short delay.
 private static void OnCreatePlayerFailure(ICommandErrorDetails details, EntityId playerCreatorEntityId)
 {
     Debug.LogWarningFormat("CreatePlayer command failed. Status code = {0}. - you probably tried to connect too soon. Try again in a few seconds.", details.StatusCode.ToString());
     TimerUtils.WaitAndPerform(SimulationSettings.PlayerEntityCreationRetrySecs, () => RequestPlayerCreation(playerCreatorEntityId));
 }
コード例 #12
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 private void HeartbeatSendFailed(ICommandErrorDetails response)
 {
     Debug.LogError("Player connection heartbeat failed to send. Player may timeout.");
 }
コード例 #13
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 void OnDamageRequestFailure(ICommandErrorDetails response)
 {
     Debug.LogError("Failed to send take damage command with error: " + response.ErrorMessage);
 }
コード例 #14
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 private void OnBoardFailure(ICommandErrorDetails response)
 {
     Debug.LogError("Board failed: " + response.ErrorMessage);
 }
コード例 #15
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 private void OnGameWinFailure(ICommandErrorDetails response)
 {
     Debug.LogError("Failed to send GameWin command with error: " + response.ErrorMessage);
 }
コード例 #16
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 private void OnDeleteFailure(ICommandErrorDetails commandErrorDetails)
 {
     Debug.LogErrorFormat("Failed to Delete Inactive Entity {0}: {1}", gameObject.EntityId(), commandErrorDetails.ErrorMessage);
 }