void OnMasterServerEvent(MasterServerEvent msEvent) { if (msEvent == MasterServerEvent.RegistrationSucceeded) { print("Registration Successful"); } else { print(msEvent.ToString()); } }
// Respond to events from the master server. private void OnMasterServerEvent(MasterServerEvent msEvent) { Debug.Log("Master Server Event: " + msEvent.ToString()); switch (msEvent) { case MasterServerEvent.RegistrationSucceeded: // if there is no server manager yet, create one if (serverManager == null) { InitialiseRoleManager(); } break; } }
void OnMasterServerEvent(MasterServerEvent msEvent) { // TODO: We should probably do stuff here someday Debug.Log("In OnMasterServerEvent: " + msEvent.ToString()); }
void OnMasterServerEvent(MasterServerEvent msEvent) { Debug.Log(msEvent.ToString()); }
public void OnMasterServerEvent(MasterServerEvent mse) { status.text = mse.ToString(); }
private void OnMasterServerEvent(MasterServerEvent mse) { log.Debug("Master Server Event: " + mse.ToString()); }
// Message from MasterServer void OnMasterServerEvent(MasterServerEvent MSevent) { switch (MSevent) { case MasterServerEvent.HostListReceived: this.RefreshGamesList(); break; case MasterServerEvent.RegistrationSucceeded: break; case MasterServerEvent.RegistrationFailedGameName: this.LogError(MSevent.ToString()); break; case MasterServerEvent.RegistrationFailedGameType: this.LogError(MSevent.ToString()); break; case MasterServerEvent.RegistrationFailedNoServer: this.LogError(MSevent.ToString()); break; default: this.LogWarning(MSevent.ToString()); break; } }
void OnMasterServerEvent(MasterServerEvent eventUru) { if (eventUru == MasterServerEvent.RegistrationSucceeded) { Debug.Log("The server has been registered"); } else Debug.Log (eventUru.ToString ()); }
private void OnMasterServerEvent( MasterServerEvent _event ) { DebugConsole.Log( "Master Server event " + _event.ToString() ); //TODO: Implement cases found here http://docs.unity3d.com/Documentation/ScriptReference/MasterServerEvent.html LM 01/05/14 }
// message public void OnMasterServerEvent(MasterServerEvent mse) { if(mse == MasterServerEvent.RegistrationSucceeded) { Debug.Log ("Registered Server!"); } else { Debug.Log (mse.ToString()); } }