private void OnParticipantStateChanged(object sender, InteractiveParticipantStateChangedEventArgs e) { // Every time a new participant joins randomly assign them to a new group. Groups can // be used to show different sets of controls to your audience. InteractiveParticipant participant = e.Participant; if (participant.State == InteractiveParticipantState.Joined && MixerInteractive.Groups.Count >= 2) { InteractiveGroup group1 = MixerInteractive.Groups[0]; InteractiveGroup group2 = MixerInteractive.Groups[1]; InteractiveGroup group3 = MixerInteractive.Groups[2]; int group = Mathf.CeilToInt(Random.value * 3); if (group == 1) { participant.Group = group1; group1Text.text += "\n" + participant.UserName; } else if (group == 2) { participant.Group = group2; group2Text.text += "\n" + participant.UserName; } else if (group == 3) { participant.Group = group3; group3Text.text += "\n" + participant.UserName; } } }
private static void ProcessSerializedProperties() { MixerInteractiveHelper helper = MixerInteractiveHelper.SingletonInstance; InteractivityManager interactivityManager = InteractivityManager.SingletonInstance; string defaultSceneID = helper.defaultSceneID; if (helper.groupSceneMapping.Count > 0 || defaultSceneID != string.Empty) { shouldCheckForOutstandingRequests = true; } if (helper.groupSceneMapping.Count > 0) { var groupIDs = helper.groupSceneMapping.Keys; foreach (var groupID in groupIDs) { if (groupID == string.Empty) { continue; } // Supress this warning because calling the contructor // triggers the creation of a group. #pragma warning disable 0219 InteractiveGroup group; #pragma warning restore 0219 string sceneID = helper.groupSceneMapping[groupID]; if (sceneID != string.Empty) { group = new InteractiveGroup(groupID, sceneID); } else { group = new InteractiveGroup(groupID); } outstandingCreateGroupsRequests.Add(groupID); } if (defaultSceneID != string.Empty) { interactivityManager.SetCurrentScene(defaultSceneID); outstandingSetDefaultSceneRequest = defaultSceneID; } } processedSerializedProperties = true; }