public void ProcessMatchStatus(NetworkResponse response) { ResponseMatchStatus args = response as ResponseMatchStatus; isActive = args.isActive; opponentIsReady = args.opponentIsReady; Debug.Log("Player iActive: " + isActive + " opponentIsReady " + opponentIsReady); }
public static NetworkResponse Parse(MemoryStream dataStream) { ResponseMatchStatus response = new ResponseMatchStatus(); response.status = DataReader.ReadShort(dataStream); response.matchID = DataReader.ReadInt(dataStream); response.isActive = DataReader.ReadBool(dataStream); response.opponentIsReady = DataReader.ReadBool (dataStream); Debug.Log("matchstatus status " + response.status); return response; }
public static NetworkResponse Parse(MemoryStream dataStream) { ResponseMatchStatus response = new ResponseMatchStatus(); response.status = DataReader.ReadShort(dataStream); response.matchID = DataReader.ReadInt(dataStream); response.isActive = DataReader.ReadBool(dataStream); response.opponentIsReady = DataReader.ReadBool(dataStream); Debug.Log("matchstatus status " + response.status); return(response); }
//Response to the server's ready request public void ProcessMatchStatus(NetworkResponse response) { short status; //Retrieve the response arguments ResponseMatchStatus args = response as ResponseMatchStatus; status = args.status; if (status == Constants.STATUS_SUCCESS) //Request the deck from Server { GetDeck(); //Set variables passed in from server related to the match's status GameManager.player1.isActive = args.isActive; GameManager.opponentIsReady = args.opponentIsReady; //Display the arguments passed from server Debug.Log("GameManager.player1 isActive: " + GameManager.player1.isActive + " opponentIsReady " + GameManager.opponentIsReady); } else { Debug.Log("Failed to acquire Match Status"); // Could return to Lobby Here } }