// register all created WWWMessage objects and keep track of their status and yield progress. If they yield longer than the timeout stop the coroutine and make them call the error callback public void addMessage(WWWMessage msg) { messages.Add(msg); }
public void refreshGrid(string arenaName, Action <JSONObject> successCallback, Action <JSONObject> errorCallback) { var msg = new WWWMessage(this, "game/arena/" + arenaName.Replace(" ", "+"), successCallback, errorCallback); Networking.Instance.StartCoroutine(msg.send()); }
public void refreshTopTeams(string arenaName, Action <JSONObject> successCallback, Action <JSONObject> errorCallback) { var msg = new WWWMessage(this, "arenas/" + arenaName.Replace(" ", "+") + "/teams/top", successCallback, errorCallback); Networking.Instance.StartCoroutine(msg.send()); }
public void refreshArenas(Action <JSONObject> successCallback, Action <JSONObject> errorCallback) { var msg = new WWWMessage(this, "arenas/list", successCallback, errorCallback); Networking.Instance.StartCoroutine(msg.send()); }
public void refreshGrid(string arenaName, Action<JSONObject> successCallback, Action<JSONObject> errorCallback) { var msg = new WWWMessage(this, "game/arena/" + arenaName.Replace(" ", "+"), successCallback, errorCallback); Networking.Instance.StartCoroutine(msg.send()); }
public void refreshArenas(Action<JSONObject> successCallback, Action<JSONObject> errorCallback) { var msg = new WWWMessage(this, "arenas/list", successCallback, errorCallback); Networking.Instance.StartCoroutine(msg.send()); }