/// <summary> /// Performs write to server stream /// </summary> /// <param name="data">data to write to server</param> public static void WriteToServer(byte[] data) { if (IsConnected)// && mySocket != null) { mySocket.Send(data); } else { // observable FoolObservable.OnSendError(); UnityEngine.Debug.LogWarning("Can't send data to server: Not connected."); FoolNetwork.Reconnect(); } }
public void OnClick() { FoolNetwork.JoinRandom(); }