// ------------------------------------------------------------------------------- // OnServerMessageResponseUserPlayerPreviews // updates the clients player previews list // ------------------------------------------------------------------------------- /// <summary> /// Event <c>OnServerMessageResponseUserPlayerPreviews</c>. /// Triggered when the client receives a UserPlayerPreviews response from the server. /// Updates the clients Player Previews list. /// Occurs on the client. /// </summary> /// <param name="conn"></param> /// <param name="msg"></param> void OnServerMessageResponseUserPlayerPreviews(NetworkConnection conn, ServerMessageResponseUserPlayerPreviews msg) { if (msg.success) { playerPreviews.Clear(); playerPreviews.AddRange(msg.players); maxPlayers = msg.maxPlayers; } OnServerMessageResponse(conn, msg); }
// ------------------------------------------------------------------------------- // OnServerMessageResponseUserPlayerPreviews // updates the clients player previews list // ------------------------------------------------------------------------------- /// <summary> /// Event <c>OnServerMessageResponseUserPlayerPreviews</c>. /// Triggered when the client receives a UserPlayerPreviews response from the server. /// Updates the clients Player Previews list. /// Occurs on the client. /// </summary> /// <param name="conn"></param> /// <param name="msg"></param> void OnServerMessageResponseUserPlayerPreviews(NetworkConnection conn, ServerMessageResponseUserPlayerPreviews msg) { if (msg.success) { playerPreviews.Clear(); playerPreviews.AddRange(msg.players); maxPlayers = msg.maxPlayers; } debug.LogFormat(this.name, nameof(OnServerMessageResponseUserPlayerPreviews), conn.Id(), msg.players.Length.ToString()); //DEBUG OnServerMessageResponse(conn, msg); }