// Start is called before the first frame update void Start() { //inputField = GetComponent<InputField>(); socket = GetComponent <SocketIOComponent>(); socket.On("OnOwnerClientConnect", OnOwnerClientConnect); socket.On("OnClientConnect", OnClientConnect); socket.On("OnClientFetchPlayerList", OnClientFetchPlayerList); socket.On("OnClientDisconnect", OnClientDisconnect); socket.On("OnClientCreateRoomSuccess", OnClientCreateRoomSuccess); socket.On("OnClientCreateRoomFail", OnClientCreateRoomFail); socket.On("OnOwnerClientJoinRoomSuccess", OnOwnerClientJoinRoomSuccess); socket.On("OnClientJoinRoomSuccess", OnClientJoinRoomSuccess); socket.On("OnClientJoinRoomFail", OnClientJoinRoomFail); socket.On("OnClientLeaveRoom", OnClientLeaveRoom); socket.On("OnClientFetchRoomList", OnClientFetchRoomList); socket.On("OnClientUpdateMoveList", OnClientUpdateMoveList); socket.On("Fire", Fire); socket.On("Win", Win); socket.On("Lose", Lose); cachePlayerIDGroup = new PlayerIDGroup(); }
// Start is called before the first frame update void Start() { socket = GetComponent <SocketIOComponent>(); socket.On("OnOwnerClientConnect", OnOwnerClientConnect); socket.On("OnClientConnect", OnClientConnect); socket.On("OnClientFetchPlayerList", OnClientFetchPlayerList); socket.On("OnClientDisconnect", OnClientDisconnect); socket.On("OnClientCreateRoomSuccess", OnClientCreateRoomSuccess); socket.On("OnClientCreateRoomFail", OnClientCreateRoomFail); socket.On("OnOwnerClientJoinRoomSuccess", OnOwnerClientJoinRoomSuccess); socket.On("OnClientJoinRoomSuccess", OnClientJoinRoomSuccess); socket.On("OnClientJoinRoomFail", OnClientJoinRoomFail); socket.On("OnClientLeaveRoom", OnClientLeaveRoom); socket.On("OnClientFetchRoomList", OnClientFetchRoomList); socket.On("OnClientUpdateMoveList", OnClientUpdateMoveList); socket.On("message.sent", OnListerMessage); cachePlayerIDGroup = new PlayerIDGroup(); }
// Start is called before the first frame update void Start() { socket = GetComponent <SocketIOComponent>(); socket.On("OnOwnerClientConnect", OnOwnerClientConnect); socket.On("OnClientConnect", OnClientConnect); socket.On("OnClientFetchPlayerList", OnClientFetchPlayerList); socket.On("OnClientDisconnect", OnClientDisconnect); socket.On("OnClientCreateRoomSuccess", OnClientCreateRoomSuccess); socket.On("OnClientCreateRoomFail", OnClientCreateRoomFail); socket.On("OnOwnerClientJoinRoomSuccess", OnOwnerClientJoinRoomSuccess); socket.On("OnClientJoinRoomSuccess", OnClientJoinRoomSuccess); socket.On("OnClientJoinRoomFail", OnClientJoinRoomFail); socket.On("OnClientLeaveRoom", OnClientLeaveRoom); socket.On("OnClientFetchRoomList", OnClientFetchRoomList); socket.On("OnClientUpdateMoveList", OnClientUpdateMoveList); cachePlayerIDGroup = new PlayerIDGroup(); nameRoom.gameObject.SetActive(false); CreateRoomBtn.gameObject.SetActive(true); }
void Start() { socket = GetComponent <SocketIOComponent>(); socket.On("OnOwnerClientConnect", OnOwnerClientConnect); socket.On("OnClientConnect", OnClientConnect); socket.On("OnClientFetchPlayerList", OnClientFetchPlayerList); socket.On("OnClientDisconnect", OnClientDisconnect); socket.On("GameIsFull", GameIsFull); socket.On("OnClientLeaveRoom", OnClientLeaveRoom); socket.On("OnClientFetchRoomList", OnClientFetchRoomList); socket.On("OnClientUpdateMoveList", OnClientUpdateMoveList); cachePlayerIDGroup = new PlayerIDGroup(); }
void OnClientFetchPlayerList(SocketIOEvent evt) { Debug.Log("OnClientFetchPlayerList : " + evt.data.ToString()); playerIDGroup = JsonUtility.FromJson <PlayerIDGroup> (evt.data.ToString()); }