private void ReceiveClientStatus(BaseProtocol protocol) { StatusProtocol clientStatus = protocol as StatusProtocol; if (clientStatus.IsType(StatusProtocol.Type.Client)) { PrintToConsole(string.Format("{0} has {1} the server", clientStatus.from_client, (clientStatus.ok ? "connected to" : "disconnected from"))); } }
void Join_Game(BaseProtocol protocol) { StatusProtocol status = protocol as StatusProtocol; if (status.IsType(StatusProtocol.Type.Game) && status.ok) { SceneManager.LoadScene("GameLobby", LoadSceneMode.Single); SocketClient.ActiveGameData.SetGameStatus(GameData.GameStatus.Active); } }
void GetAvailableGames(BaseProtocol protocol) { StatusProtocol serverStatus = protocol as StatusProtocol; if (!serverStatus.IsType(StatusProtocol.Type.Server) || !serverStatus.ok) { return; // oppsie we've been bad.... :( } print("Status Ok: " + serverStatus.ok); StartRequesting(); }