private void onRoomConnectedEvent(GPGRoom room, GPGRoomUpdateStatus status) { _isGameInProgress = true; }
void onRoomConnectingEvent( GPGRoom room ) { Debug.Log( "onRoomConnectingEvent: " + room ); }
void onRoomCreatedEvent(GPGRoom room, GPGRoomUpdateStatus statusCode ) { Debug.Log( "onRoomCreatedEvent. room: " + room + ", statusCode: " + statusCode ); CommonS.st_RoomCreatorID = room.creatorId; Debug.Log("st_RoomCreatorID = " +CommonS.st_RoomCreatorID); }
void onRoomAutoMatchingEvent( GPGRoom room ) { Debug.Log( "onRoomAutoMatchingEvent: " + room ); }
void onRoomConnectedEvent( GPGRoom room, GPGRoomUpdateStatus statusCode ) { Debug.Log( "onRoomConnectedEvent. room: " + room + ", statusCode: " + statusCode ); }
void onJoinedRoomEvent( GPGRoom room, GPGRoomUpdateStatus statusCode ) { Debug.Log( "onJoinedRoomEvent. room: " + room + ", statusCode: " + statusCode ); }
void onJoinedRoomEvent(GPGRoom room, GPGRoomUpdateStatus statusCode) { Debug.Log("onJoinedRoomEvent. room: " + room + ", statusCode: " + statusCode); }
void onRoomConnectingEvent(GPGRoom room) { Debug.Log("onRoomConnectingEvent: " + room); }
void onRoomAutoMatchingEvent(GPGRoom room) { Debug.Log("onRoomAutoMatchingEvent: " + room); }
void onRoomCreatedEvent(GPGRoom room, GPGRoomUpdateStatus statusCode) { Debug.Log("onRoomCreatedEvent. room: " + room + ", statusCode: " + statusCode); }