public static void Welcome(Packet _packet) { string _msg = _packet.ReadString(); int _myId = _packet.ReadInt(); Debug.Log($"Message from server: {_msg}"); Client.instance.myId = _myId; ClientSend.WelcomeReceived(); // Now that we have the client's id, connect UDP Client.instance.udp.Connect(((IPEndPoint)Client.instance.tcp.socket.Client.LocalEndPoint).Port); }
public void SubmitForgotPasswordRequest() { if (CheckUserPattern(username.text)) { RedefinePwdBtn.enabled = false; if (errorImageBG.gameObject.activeSelf) { errorImageBG.gameObject.SetActive(false); } errorMessage.text = ""; Debug.Log("ForgotPasswordRequest sent with my Data : " + username.text); // Ask server to redefine PWD ClientSend.ForgotPasswordRequest(username.text); //GameManager.instance.SwitchToScene(Constants.SCENE_FORGOT_PASSWORD, Constants.SCENE_FORGOT_PASSWORD_REQUEST); } }
public void PlayerSpellBuff(string SpellID, int _TargetPosition, int UnitAttackingID) // Action onAttackComplete { CurrentUnitID = UnitAttackingID; GameManager.IAUnitCrew.TryGetValue(_TargetPosition, out _IAUnitGameObject); //Vector3 slideTargetPosition = _IAUnitGameObject.InstantiatedUnit.transform.position + (transform.parent.position - _IAUnitGameObject.InstantiatedUnit.transform.position).normalized * 1f; // Offset //Vector3 startingPosition = transform.parent.position; PlayAnimAttack(SpellID, () => { // Slide back completed, back to idle state = State.Idle; anim.SetBool(SpellID, false); Debug.Log("Send Player TurnOverPacket"); ClientSend.TurnOverPacket(CurrentUnitID, "PLAYER_TURN_OVER"); }); }
public float distFromCam = 10; //distance of the emitter from the camera private void Start() { UnloadMenuScene(); DisableClickParticleSystem(); //Send the server We are Ready on Our Scene state = BattleState.INIT_FIGHT; ClientSend.FightPackets("INIT_FIGHT"); // => Init your player Crew and Enemy Crew // => Fight CountDown // => Fight Begin ! // Exchange de Coups ! // => Client Send AttackToServer // // Atq / Def / Brise G // HP = 0 pour un parti // Fight Over // Reward the Winner / Back Home }
/// <summary>Spawns All player Crew</summary> /// <param name="_id">The player's ID.</param> /// <param name="_name">The member crew ID.</param> public void SpawnAllPlayerMemberCrew(Dictionary <int, Unit> _playerAllCrew) { PlayerUnitCrew = new Dictionary <int, Unit>(); PlayerUnitCrew = _playerAllCrew; isSpawned_playerCrew = false; foreach (var _crewUnit in _playerAllCrew) { // On PlayeCollectionUnit find the MemberCrewPrefab using _memberCrewPrefab Name Debug.Log("Find Prefab in PlayerCollectionList"); //GameObject unitCrewPrefab = PlayerCollectionList.Where<GameObject>(x => x.name == _crewUnit.Value.collection_prefab).SingleOrDefault(); if (_crewUnit.Value.local_Collection_prefab != null) { Transform Spawn = GameObject.Find("Spawn_Player_" + _crewUnit.Key.ToString()).transform; // Create Player Prefab Debug.Log("Instantiate Crew Prefab"); GameObject CrewMember = Instantiate(_crewUnit.Value.local_Collection_prefab, Spawn); CrewMember.transform.parent = Spawn; // Set the Member Spawn on the Spawn_X position //CrewMember.transform.localPosition = new Vector3(0, 0, 0); // Initialize Player CrewMember.GetComponent <CrewMembers>().Initialize(_crewUnit.Key, _crewUnit.Value.UnitName, _crewUnit.Value.UnitHP); // Add player to a List of Players Debug.Log("CrewMember added to PlayerCrew"); _crewUnit.Value.InstantiatedUnit = CrewMember; //PlayerObjCrew.Add(_crewUnit.Key, CrewMember); } else { Debug.Log("You forgot to Add the Prefab of the Unit on the GameManager Size on the UnloadScene"); } } isSpawned_playerCrew = true; if (isSpawned_IACrew) { ClientSend.SendFightReady(); } }
public void SignUpToCognito() { if (CheckUserPattern(username.text)) { if (CheckPasswordPattern(password.text)) { if (CheckConfirmedPasswordPattern(confirmedPassword.text)) { if (CheckEmailPattern(email.text)) { signUpBtn.enabled = false; if (errorImageBG.gameObject.activeSelf) { errorImageBG.gameObject.SetActive(false); } errorMessage.text = ""; string response = ClientSend.SignUpToCognito(username.text, password.text, email.text);//.SwitchScene(Constants.SCENE_HOMEPAGE); // Gestion des erreur au niveau de l'envoi du SignUp switch (response) { case "SIGN_UP_SEND_OK": SignUpFinalised(); break; case "SIGN_UP_SEND_KO": SignUpShowError(Constants.signup_failed_lbl); break; default: SignUpShowError(Constants.technical_error_lbl); break; } } } } } }
public void SubmitRedefinedPassword() { if (CheckUserPattern(username.text)) { if (CheckPasswordPattern(currentPassword.text)) { if (CheckPasswordPattern(newPassword.text)) { if (CheckConfirmedNewPasswordPattern(confirmedNewPassword.text)) { RedefinePwdBtn.enabled = false; if (errorImageBG.gameObject.activeSelf) { errorImageBG.gameObject.SetActive(false); } errorMessage.text = ""; Debug.Log("RedefinedUserPassword sent with my Data : " + username.text + " | " + currentPassword.text + " | " + newPassword.text); ClientSend.RedefinedUserPassword(username.text, currentPassword.text, newPassword.text);//.SwitchScene(Constants.SCENE_HOMEPAGE); } } } } }
/// <summary>Spawns All player Crew</summary> /// <param name="_id">The player's ID.</param> /// <param name="_name">The member crew ID.</param> public void UpdateAllPlayerUnits(Dictionary <Unit, Dictionary <string, int> > _allPlayerUnits) { AllPlayerUnits = _allPlayerUnits; ClientSend.SwitchScene(Constants.SCENE_COLLECTION); }
void OnUseUnitBtn(int _position) { //Debug.Log("Listener Clicked " + _position); ClientSend.AttackPackets(_position, 1); }
public void EnterDungeon() { ClientSend.EnterDungeon("instance_01_name"); }
public void ShowLootPage() { ClientSend.SwitchScene(Constants.SCENE_LOOTS); }
public void ShowHomePage() { ClientSend.SwitchScene(Constants.SCENE_HOMEPAGE); }
public void ShowCollection() { ClientSend.UpdatePlayerCollection(); }