OnChannelLeft() публичный Метод

public OnChannelLeft ( ChannelLeft callback ) : void
callback ChannelLeft
Результат void
Пример #1
0
        public void Init(ChatApi chatApi)
        {
            this.chatApi = chatApi;
            // Gui component.
            chatbox = this.gameObject.AddComponent<Chatbox>() as Chatbox;
            chatbox.CloseChatWindow();

            // The messaging actor
            messenger = ActorSystem.instance.Find("Messenger") as Messenger;

            // Parses the chat language used by the gui and calls messenger
            // Feel free to provide your own implementation, this is mostly a starting point.
            // Supported syntax is documented in the source
            chatCommands = new ChatCommands(messenger, chatbox);
            chatCommands.SetChatApi(chatApi);

            // Setup callacks so we get notified when we join/leave channels and receive messages
            Messenger.ChannelJoined channelCallback = ChannelJoined;
            messenger.OnChannelJoined(channelCallback);

            Messenger.ChannelLeft channelLeftCallback = ChannelLeft;
            messenger.OnChannelLeft(channelLeftCallback);

            Messenger.MessageReceived messageCallback = MessageReceived;
            messenger.OnMessageReceived(messageCallback);

            Messenger.InviteReceived inviteCallback = InviteReceived;
            messenger.OnInviteReceived(inviteCallback);

            // Send this whenever you want a list of subscribed channels, and the optional
            // subscriber list if you have set the subscribers flag.  We do it on an interval
            // so that you get notified when new players join a group you are in.
            // For matchmaking you probably want this value lower so it appears more
            // responsive.  For mmo type games it could be somewhat higher.
            InvokeRepeating("UpdateChatStatus", 0.01f, 5.0F);
        }
Пример #2
0
        void Start()
        {
            canvas = gameObject.GetComponent<Canvas>() as Canvas;
            canvas.enabled = false;
            scrollbar = GameObject.Find("chat_scrollbar");
            contentHolder = GameObject.Find("chat_text");
            messageTemplate = transform.Find("msg_template").gameObject;
            messageTemplate.SetActive(false);

            groupContainer = GameObject.Find("group_container");
            groupMemberContainer = GameObject.Find("group_member_container");
            groupMemberTemplate = GameObject.Find("group_member");
            groupMemberTemplate.SetActive(false);
            groupContainer.SetActive(false);

            chatInput = GameObject.Find("chat_input").GetComponent<InputField>() as InputField;

            playerId = GameEntityManager.GetPlayerEntity().GetEntityId();
            characterId = GameEntityManager.GetPlayerEntity().GetCharacterId();
            messenger = ActorSystem.instance.Find("Messenger") as Messenger;

            chatCommandHandler = new ChatCommandHandler(messenger, this, playerId);

            Messenger.ChannelJoined channelCallback = ChannelJoined;
            messenger.OnChannelJoined(channelCallback);

            Messenger.ChannelLeft channelLeftCallback = ChannelLeft;
            messenger.OnChannelLeft(channelLeftCallback);

            Messenger.MessageReceived messageCallback = MessageReceived;
            messenger.OnMessageReceived(messageCallback);

            Messenger.InviteReceived inviteCallback = InviteReceived;
            messenger.OnInviteReceived(inviteCallback);

            foreach (string channel in autojoinChannels) {
                messenger.JoinChannel(channel);
            }

            InvokeRepeating("UpdateChatStatus", 0.01f, 2.0F);
        }