// Use this for initialization void Start() { socket.On("match:joined", (SocketIOEvent e) => { Debug.Log("[SocketIO] LFM Request successfull."); StartCoroutine(InitializeMatch(e.data)); socket.On("endMatch", (SocketIOEvent ev) => { if (SceneManager.GetActiveScene().buildIndex != 1) { socket.Off("spell:result", (SocketIOEvent evnt) => { SpellResult(evnt.data); }); socket.Off("spell:pending", (SocketIOEvent evnt) => { SpellPending(evnt.data); }); socket.Off("spell:blocked", (SocketIOEvent evnt) => { SpellBlocked(evnt.data); }); SceneManager.LoadScene(1); } }); }); }
public override void OnEndState() { base.OnEndState(); _socket.Off(LobbyEvents.SERVER_UPDATE, OnServerUpdate); _socket.Off(LobbyEvents.GAME_UPDATE, OnGameUpdate); _socket.Off(LobbyEvents.GAME_STARTED, OnGameStarted); }
private void Disconnect() { socket.Off("error", ErrorCallback); socket.Off("SUCCESS_CONNECT", OnSuccessConnect); socket.Off("INPUTTIME", OnSuccessSendData); socket.Close(); if (UIManager.Instance.IsOpened <ConnectingUI>()) { UIManager.Instance.CloseUI <ConnectingUI>(); } }
// playerAuth public void SignIn(string id, string passwd) { data = new Dictionary <string, string>(); data.Add("id", id); data.Add("passwd", passwd); jdata = new JSONObject(data); socket.Emit("SignIn", jdata); socket.On("SignIn", (e) => { data = e.data.ToDictionary(); //Debug.Log(e) ; SIRM.SignInSuccess(data); socket.Off("SignIn"); }); }
void OnConnect(SocketIOEvent e) { if (!connectedToServer) { Debug.Log("Connected to server!"); connectedToServer = true; socket.Off("ping", OnConnect); } }
private void RecieveLeaveStatus(JSONObject response) { Debug.Log(response); if (response.list[0].GetField("status").n == 200) { socket.Off("game_update", GameUpdate); instance = null; SceneManager.LoadScene("FindGame"); } }
private void OnUserPlayEnded(SocketIOEvent evt) { JSONObject roomInfo = evt.data; Debug.Log("Get the msg from server is: " + evt.data + " OnUserPlayEnded "); socket.Off("MOVE", OnUSerMove); socket.Off("BALL_OWNER_CHANGE", OnBallOwnerChange); socket.Off("BALL_MOVE", OnBallMove); socket.Off("PLAY_TIME_CHANGED", OnTimeChange); socket.Off("PLAY_POINT_CHANGED", OnPointChange); tableHockeyGameManager.SetCurrentState(TableHockeyGameManager.State.END); ballOwner = ""; ball.transform.position = new Vector3(0f, 0f, 0f); ball.GetComponent <TableHockeyBall> ().SetMoveDirection(Vector3.zero); tableHockeyGameManager.SetCurrentJoinedRoom(roomInfo); tableHockeyGameManager.SetGameView(); }
public void KillEventHandler() { socket.Off("game loaded", gc.startGame); socket.Off("player data", gc.setupPlayers); socket.Off("submit action", gc.submitAction); socket.Off("action start", gc.actionStart); socket.Off("end action", gc.actionEnd); socket.Off("all actions done", gc.nextTurn); socket.Off("game over", gc.endGame); }
private void OnGameOver(SocketIOEvent e) { Debug.Log("Game Over!"); bool won = Convert.ToBoolean(int.Parse(e.data["won"].ToString())); Debug.Log("You won:" + won.ToString()); foreach (Transform child in map.transform) { GameObject.Destroy(child.gameObject); } GameOverPanel.SetActive(true); if (!won) { gameResultText.text = "You Lose :("; } socket.Off("moveTo", OnMove); socket.Off("doorToggle", OnDoorToggle); socket.Off("gameOver", OnGameOver); }
public void KillEventHandler() { socket.Off("join game", mc.joinGame); socket.Off("ping", mc.pingBack); socket.Off("debug", mc.debugMessage); //New Acct Menu socket.Off("validate name", mc.nameCallback); socket.Off("validate email", mc.emailCallback); socket.Off("make account", mc.makeAccountCallback); socket.Off("login", mc.loginCallback); //Menu socket.Off("query loadouts", mc.loadoutCallback); }
//This function is called when the server responds to Connection Test. //The client stops pinging the server and enables the main Game Logic. public void NetTest(SocketIOEvent socketEvent) { //Process Data from the Server. isConnected = true; string data = socketEvent.data.ToString(); Debug.Log("Response from server: " + data); StopCoroutine("ConnectionTest"); socket.Off("ConnectionTest", NetTest); //Enable Game Logic in the Scene. //GameObject go = GameObject.FindGameObjectWithTag ("GameController"); //gameManager = go.GetComponent<GameManager> (); //((MonoBehaviour)gameManager).enabled = true; socket.Emit("JoinRoom"); }
void OnDestroy() { socket.Off("initpos", laneController.MovePlayer); socket.Off("posed", OnPosed); socket.Off("hit", OnHit); }
private void OnDestroy() { _network.Off("listRoom", _getRoomInfo); _network.Off("joinRoom", _joinRoomResult); _network.Off("startGame", _startGame); }
private void OnDestroy() { //free socket resources... socket.Off("push", HandlePush); }
public void Off(string ev, System.Action <SocketIOEvent> callback) { IO.Off(ev, callback); }
// reconnect logic private void Reconnect(SocketIOEvent obj) { Debug.Log("Reconnect"); IoComponent.Off("disconnect", Reconnect); IoComponent.Connect(); }
public void DropHandler(string ev, Action <SocketIOEvent> action) { socket.Off(ev, action); }