private void createPlayerServer(object sender, MessageEventArgs e) { Debug.Log("reciviendo respuesta"); PlayerListResponse response = PlayerListResponse.CreateFromJSON(e.Data); foreach (var user in response.users) { UnityThread.executeInUpdate(() => { GameObject p = Instantiate(multiPlayerPrefact, new Vector3(-8, -1, 0), Quaternion.identity); MultiPlayerController con = p.GetComponent <MultiPlayerController>(); con.init(user); }); } NetworkingController networking = GameMaster.getNetworkingController(); networking.stopListenOnMessage(createPlayerServer, responseName); }
void OnDestroy() { NetworkingController networking = GameMaster.getNetworkingController(); networking.stopListenOnMessage(FriendsListUpdated, responseName); }
private void OnDestroy() { NetworkingController networking = GameMaster.getNetworkingController(); networking.stopListenOnMessage(movePlayer, _playerName + responseName); }