void LoadBoardScene(SocketIOEvent evt) { Debug.Log("The game has been started!"); UnityEngine.SceneManagement.SceneManager.LoadScene(1); }
public void Playerdisconnected(SocketIOEvent e) { Destroy(GameObject.Find(myscript.jsontoString(e.data [0].ToString(), "\""))); }
public void Playerconnected(SocketIOEvent e) { Debug.Log(myscript.jsontoString(e.data [0].ToString(), "\"") + "has connected"); //Debug.Log ("has connected"); }
private void OnEnemyMovement(SocketIOEvent obj) { string sessionId = GetSessionId(obj); enemyList[sessionId].GetComponent <NetworkEnemyMovement>().OnMovement(obj); }
void loginUnsuccess(SocketIOEvent e) { MessLogin = e.data[0].ToString(); }
public void userLeft(SocketIOEvent ev) { waitForUser = Instantiate(waitForUser); userIsDisconnected = true; StartCoroutine(setTimer(30)); }
private string GetSessionId(SocketIOEvent obj) { return(JsonUtility.FromJson <NetworkBasicObject>(obj.data).SessionId); }
void OnUserMove(SocketIOEvent obj) { GameObject player = GameObject.Find(JsonToString(obj.data.GetField("name").ToString(), "\"")) as GameObject; player.transform.position = JsonToVector3(JsonToString(obj.data.GetField("position").ToString(), "\"")); }
void OnUserDisconnected(SocketIOEvent obj) { Destroy(GameObject.Find(JsonToString(obj.data.GetField("name").ToString(), "\""))); }
void OnPlayerConnected(SocketIOEvent evt) { //disable connector screen ConnectionPanel.inst?.DisablePanel(); connected = true; }
void OnMessage(SocketIOEvent socketIOEvent) { Debug.Log(socketIOEvent.data.ToString()); text.text += socketIOEvent.data.ToString() + "\n"; }
void ReceiveMinigameData(SocketIOEvent evt) { MinigameLoader.gameInst?.ReceiveGameData(evt.data); }
void StartMinigame(SocketIOEvent evt) { MinigameLoader.gameInst?.StartGame(); }
void SelectedMinigame(SocketIOEvent evt) { GameManager.inst?.GetSelectedMinigame(evt.data.GetField("minigame").ToString().Trim(Quote.quote)); }
public void OnSocketOpen(SocketIOEvent ev) { data ["socketid"] = socket.sid; Debug.Log("Je suis : " + socket.sid); data ["userid"] = user._id; }
void OtherGuess(SocketIOEvent obj) { JSONobject = obj.data; gameCTR.readyNumText.text = JSONobject["count"].str + "Player Is Ready"; }
public void updateHp(SocketIOEvent ev) { Debug.Log(ev.data.ToString().Split(':')[1].Split('}')[0]); hp = int.Parse(ev.data.ToString().Split(':')[1].Split('}')[0]); }
void ShowRound(SocketIOEvent obj) { gameCTR.readyNumText.text = "Next Round"; gameCTR.ShowRound(); }
void OnConnected(SocketIOEvent obj) { Debug.Log("Connected"); }
private void OnConnected(SocketIOEvent obj) // Connection To Server { uiCTR.serverStatus.text = "Server Online"; //uiCTR.playerNumCon++; }
private void OnPlayerMovement(SocketIOEvent obj) { string sessionId = GetSessionId(obj); playerList[sessionId].GetComponent <NetworkCharacterMovement>().OnMovement(obj); }
void ReceiveCanMove(SocketIOEvent obj) //伺服器處理完畢,允許玩家落子 { state.GetComponent <Text>().text = "輪到你了..."; ScreenClickedEventThrower.GetComponent <ScreenClickedEvent>().mode = "pl_round"; //改成允許輸入 boardClick.GetComponent <BoardClick>().UnlockBoard(); }
void ConnectionLost(SocketIOEvent ev) { Debug.Log(ev); }
void OnConnect(SocketIOEvent obj) //連接成功 { //Debug.Log("Connection Open"); state.GetComponent <Text>().text = "login..."; }
public void registerunsuccess(SocketIOEvent e) { MessRegister = myscript.jsontoString(e.data [0].ToString(), "\""); }
private void OnDisconnect(SocketIOEvent e) { Debug.Log("Disconnected from the Server..."); }
public void ServerOpen(SocketIOEvent e) { Debug.Log("[SocketIO] Open received: " + e.name + ": " + e.data); //printArrayDouble(stateVector); }
public void addPm(SocketIOEvent ev) { pm++; updateInfos(); }
public void ServerError(SocketIOEvent e) { Debug.Log("[SocketIO] Error received: " + e.name + " : " + e.data); }
public void Ping(SocketIOEvent socketIOEvent) { //Debug.Log("Ping"); //ConnectionIndicator.instance?.Ping(); }