/// <summary> /// Handle the lobby join requests when already in game for an invite /// </summary> /// <param name="result"></param> private void OnLobbyJoinRequested(GameLobbyJoinRequested_t result) { // TODO: make sure join requests can be accepted if already playing. // that will require setting the lobby id somewhere else and disconnecting from the game first. mpMenu.SetSelectedLobby(result.m_steamIDLobby); mpMenu.Connect(); }
/// <summary> /// Called when a server list item is clicked. It will automatically connect on double click. /// </summary> /// <param name="e"></param> public void OnServerItemPointerClick(BaseEventData e) { // Ignore clicks if Forge is in the process of connecting. if (mpMenu.IsConnecting) { return; } var eventData = (PointerEventData)e; for (int i = 0; i < serverList.Count; ++i) { if (serverList[i].ListItem.gameObject != eventData.pointerPress) { continue; } SetSelectedServer(i); if (eventData.clickCount == 2) { mpMenu.Connect(); } return; } }