private void Connect() { //Set up connection ConnectionCredentials connectionCredentials = new ConnectionCredentials("botty_120", SecretGetter.Api_Token); client = new Client(); pubSub = new PubSub(); api.Settings.ClientId = SecretGetter.Client_id; api.Settings.AccessToken = SecretGetter.Api_Token; client.Initialize(connectionCredentials, channel_name, '!', '!', true); client.OverrideBeingHostedCheck = true; pubSub.Connect(); //Bot Subscriptions client.OnChatCommandReceived += Client_OnChatCommandReceived; client.OnConnected += Client_OnConnected; client.OnDisconnected += Client_OnDisconnected; client.OnBeingHosted += Client_OnBeingHosted; client.OnHostingStopped += Client_OnHostingStopped; SubscribeToPubSub(); client.Connect(); //Connect Debug.Log("Connecting!"); }
public void EscutaEventos() { if (_pubSub == null) { _pubSub = new PubSub(); _pubSub.OnRewardRedeemed += _pubSub_OnRewardRedeemed; _pubSub.OnPubSubServiceConnected += _pubSub_OnPubSubServiceConnected;; _pubSub.Connect(); StartTwitchGame(); } }
private void Start() { // To keep the Unity application active in the background, you can enable "Run In Background" in the player settings: // Unity Editor --> Edit --> Project Settings --> Player --> Resolution and Presentation --> Resolution --> Run In Background // This option seems to be enabled by default in more recent versions of Unity. An aditional, less recommended option is to set it in code: // Application.runInBackground = true; // Create new instance of PubSub Client _pubSub = new PubSub(); // Subscribe to Events _pubSub.OnWhisper += OnWhisper; _pubSub.OnPubSubServiceConnected += OnPubSubServiceConnected; // Connect _pubSub.Connect(); }
public static void Start() { Client.Initialize(Credentials); Client.OnConnected += Client_OnConnected; Client.OnDisconnected += Client_OnDisconnected; Client.OnJoinedChannel += Client_OnJoinedChannel; Client.OnLeftChannel += Client_OnLeftChannel; Client.OnMessageReceived += Client_OnMessageReceived; Client.OnWhisperReceived += Client_OnWhisperReceived; Client.OnModeratorsReceived += Client_OnModeratorsReceived; PubSub.OnPubSubServiceConnected += Pubsub_OnPubSubServiceConnected; PubSub.OnListenResponse += PubSub_OnListenResponse; PubSub.OnStreamUp += PubSub_OnStreamUp; PubSub.OnStreamDown += PubSub_OnStreamDown; PubSub.ListenToVideoPlayback("maerictv"); Client.OnHostingStarted += Client_OnHostingStarted; Client.OnHostingStopped += Client_OnHostingStopped; Client.OnBeingHosted += Client_OnBeingHosted; Client.OnRaidNotification += Client_OnRaidNotification; Client.OnNewSubscriber += Client_OnNewSubscriber; Client.OnReSubscriber += Client_OnReSubscriber; Client.OnCommunitySubscription += Client_OnCommunitySubscription; Client.OnGiftedSubscription += Client_OnGiftedSubscription; for (int i = 0; i < 99; i++) { try { Client.Connect(); PubSub.Connect(); } catch (Exception e) { BotTools.LogToSessionLogFile(e.ToString()); } } StreamStatus = GetStreamOnline() ? StreamState.Online : StreamState.Offline; }
static void Main(string[] args) { if (Configs.CheckSetup() == false) { Configs.FirstTimeSetup(); } TwitchChatBot bot = new TwitchChatBot(); PubSub pubSub = new PubSub(ref bot); bot.Connect(); pubSub.Connect(); do { var input = Console.ReadLine(); if (input.ToLowerInvariant() == "exit") { bot.Disconnect(); pubSub.Disconnect(); Environment.Exit(0); } else { if (input.StartsWith("/w")) { string[] substrings = input.Split(); string receiver = substrings[1]; string message = ""; int target = substrings.Length; for (int i = 2; i < target; i++) { message += $"{substrings[i]} "; } bot.ManualWhisper(receiver, message); } else { bot.ManualMessage(input); // Dev testing to send messages to chat, remove when unnecessary } } } while (GlobalOptions.IsConnected == true); }
private void Start() { // Connect _pubSub.Connect(); }