private void GameListResponse(SFSObject sfsdata) { string[] gamelist = sfsdata.GetUtfStringArray("games"); foreach (string s in gamelist) { Debug.Log(s); OnEvent("roomadd", s); } }
public static void HandleObjectUpdate(SFSObject message) { string type = message.GetUtfString ("objectType"); float xPos = message.GetFloat ("xPos"); float yPos = message.GetFloat ("yPos"); float zPos = message.GetFloat ("zPos"); float xRot = message.GetFloat ("xRot"); float yRot = message.GetFloat ("yRot"); float zRot = message.GetFloat ("zRot"); float xDir = message.GetFloat ("xDir"); float yDir = message.GetFloat ("yDir"); float zDir = message.GetFloat ("zDir"); int blockType = message.GetInt ("blockType"); string[] cubeIDs = message.GetUtfStringArray ("cubeIDs"); string id = message.GetUtfString ("ID"); int animType = message.GetInt ("charAnim"); float Speed = message.GetFloat ("Speed"); bool Hit = message.GetBool ("Hit"); bool Jump = message.GetBool ("Jump"); Vector3 position = new Vector3 (xPos, yPos, zPos); Quaternion rotation = Quaternion.Euler(new Vector3(xRot, yRot, zRot)); Vector3 forward = new Vector3 (xDir, yDir, zDir); switch (type) { case "Block": UpdateBlockObject(blockType, id, cubeIDs, position, rotation); break; case "Bar": UpdateBarObject(id, position, rotation); break; case "Ball": UpdateBallObject(id, position, rotation); break; case "Character": UpdateCharacterObject (id, (CharacterAnimType)animType, position, rotation, forward, Speed, Hit, Jump); break; } }