// ----- // Packet Handling public void OnPacketReceived(RTPacket _packet) { switch (_packet.OpCode) { // Add here a case for each OpCode. OpCodes documentation is available at drive/Code/OpCodes case 100: //All players connected to the server Debug.Log("Loading Game scene..."); UnityEngine.SceneManagement.SceneManager.LoadScene("2.Game"); break; case 101: //Sync Clock { if (match_manager == null) { match_manager = GameObject.FindGameObjectWithTag("MatchManager").GetComponent <MatchManager>(); } match_manager.CalculateConnectionDelays(_packet); } break; case 102: //player match initial info { if (match_manager == null) { match_manager = GameObject.FindGameObjectWithTag("MatchManager").GetComponent <MatchManager>(); } match_manager.SetPlayersInfo(_packet); } break; case 120: //Change turn to the actual one Debug.Log("Start Turn " + _packet.Data.GetString(1)); match_manager.StartNewTurn(_packet); break; case 122: match_manager.UpdatePlayersPosition(_packet); break; case 123: match_manager.CardUseRecieved(_packet); break; case 124: match_manager.ClientCardObtained(_packet); break; } }