public void leaveGame() { if (realtimeGame == null) { ResultText.text = "No game is available."; return; } realtimeGame.Leave(); realtimeGame = null; this.GetComponent <UIController> ().disableRealtimeModule(); }
private void setupRealtimeGame(BacktoryMatch match) { this.GetComponent <UIController> ().enableRealtimeModule(); realtimeGame = new BacktoryRealtimeGame(match) { OnGameEvent = (message) => { MessageText.text = "Game event received!\n" + JsonConvert.SerializeObject(message, Formatting.Indented, JsonnetSetting()); }, OnDirectMessage = (message) => { MessageText.text = "Direct chat received.\n" + JsonConvert.SerializeObject(message, Formatting.Indented, JsonnetSetting()); }, OnError = (message) => { MessageText.text = "Error occurred!\n" + JsonConvert.SerializeObject(message, Formatting.Indented, JsonnetSetting()); }, OnGameEnded = (message) => { MessageText.text = "Game ended!\n" + JsonConvert.SerializeObject(message, Formatting.Indented, JsonnetSetting()); }, OnGameStarted = () => { MessageText.text = "Game started !!!!!!!!!!"; }, OnGameStartedWebhook = (message) => { Debug.Log("Your start webhook returned this message: " + message); }, OnPlayerJoined = (message) => { MessageText.text = "Player joined the game!\n" + JsonConvert.SerializeObject(message, Formatting.Indented, JsonnetSetting()); }, OnPlayerJoinedWebhook = (message) => { Debug.Log("Your join webhook sent this message to you: " + message); }, OnPlayerLeft = (message) => { MessageText.text = "Player left the game!\n" + JsonConvert.SerializeObject(message, Formatting.Indented, JsonnetSetting()); }, OnPublicMessage = (message) => { MessageText.text = "Public message received!\n" + JsonConvert.SerializeObject(message, Formatting.Indented, JsonnetSetting()); }, OnServerMessage = (message) => { MessageText.text = "Server message received!\n" + JsonConvert.SerializeObject(message, Formatting.Indented, JsonnetSetting()); }, OnWebHookError = (message) => { Debug.Log("Error in server webhook: " + message); } }; }