internal void LeaveMatchDuringTheirTurn(NativeTurnBasedMatch match, Action <MultiplayerStatus> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_LeaveMatchDuringTheirTurn( mGameServices.AsHandle(), match.AsPointer(), InternalMultiplayerStatusCallback, Callbacks.ToIntPtr(callback)); }
internal void Rematch(NativeTurnBasedMatch match, Action <TurnBasedMatchResponse> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_Rematch( mGameServices.AsHandle(), match.AsPointer(), InternalTurnBasedMatchCallback, ToCallbackPointer(callback)); }
internal void ConfirmPendingCompletion(NativeTurnBasedMatch match, Action <TurnBasedMatchResponse> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_ConfirmPendingCompletion( mGameServices.AsHandle(), match.AsPointer(), InternalTurnBasedMatchCallback, ToCallbackPointer(callback)); }
internal void CancelMatch(NativeTurnBasedMatch match, Action <MultiplayerStatus> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_CancelMatch( mGameServices.AsHandle(), match.AsPointer(), InternalMultiplayerStatusCallback, Callbacks.ToIntPtr(callback)); }
internal void LeaveDuringMyTurn(NativeTurnBasedMatch match, MultiplayerParticipant nextParticipant, Action <MultiplayerStatus> callback) { C.TurnBasedMultiplayerManager_LeaveMatchDuringMyTurn( mGameServices.AsHandle(), match.AsPointer(), nextParticipant.AsPointer(), InternalMultiplayerStatusCallback, Callbacks.ToIntPtr(callback) ); }
internal void FinishMatchDuringMyTurn(NativeTurnBasedMatch match, byte[] data, ParticipantResults results, Action <TurnBasedMatchResponse> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_FinishMatchDuringMyTurn( mGameServices.AsHandle(), match.AsPointer(), data, new UIntPtr((uint)data.Length), results.AsPointer(), InternalTurnBasedMatchCallback, ToCallbackPointer(callback) ); }
internal void TakeTurn(NativeTurnBasedMatch match, byte[] data, MultiplayerParticipant nextParticipant, Action <TurnBasedMatchResponse> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_TakeMyTurn( mGameServices.AsHandle(), match.AsPointer(), data, new UIntPtr((uint)data.Length), // Just pass along the old results. Technically the API allows updates here, but // we never need them. match.Results().AsPointer(), nextParticipant.AsPointer(), InternalTurnBasedMatchCallback, ToCallbackPointer(callback)); }
internal void Rematch(NativeTurnBasedMatch match, Action<TurnBasedMatchResponse> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_Rematch( mGameServices.AsHandle(), match.AsPointer(), InternalTurnBasedMatchCallback, ToCallbackPointer(callback)); }
internal void TakeTurn(NativeTurnBasedMatch match, byte[] data, MultiplayerParticipant nextParticipant, Action <TurnBasedManager.TurnBasedMatchResponse> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_TakeMyTurn(this.mGameServices.AsHandle(), match.AsPointer(), data, new UIntPtr((uint)data.Length), match.Results().AsPointer(), nextParticipant.AsPointer(), new TurnBasedMultiplayerManager.TurnBasedMatchCallback(TurnBasedManager.InternalTurnBasedMatchCallback), TurnBasedManager.ToCallbackPointer(callback)); }
internal void CancelMatch(NativeTurnBasedMatch match, Action <CommonErrorStatus.MultiplayerStatus> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_CancelMatch(this.mGameServices.AsHandle(), match.AsPointer(), new TurnBasedMultiplayerManager.MultiplayerStatusCallback(TurnBasedManager.InternalMultiplayerStatusCallback), Callbacks.ToIntPtr((Delegate)callback)); }
internal void LeaveDuringMyTurn(NativeTurnBasedMatch match, MultiplayerParticipant nextParticipant, Action <CommonErrorStatus.MultiplayerStatus> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_LeaveMatchDuringMyTurn(this.mGameServices.AsHandle(), match.AsPointer(), nextParticipant.AsPointer(), new TurnBasedMultiplayerManager.MultiplayerStatusCallback(TurnBasedManager.InternalMultiplayerStatusCallback), Callbacks.ToIntPtr((Delegate)callback)); }
internal void LeaveDuringMyTurn(NativeTurnBasedMatch match, MultiplayerParticipant nextParticipant, Action<MultiplayerStatus> callback) { C.TurnBasedMultiplayerManager_LeaveMatchDuringMyTurn( mGameServices.AsHandle(), match.AsPointer(), nextParticipant.AsPointer(), InternalMultiplayerStatusCallback, Callbacks.ToIntPtr(callback) ); }
internal void LeaveMatchDuringTheirTurn(NativeTurnBasedMatch match, Action<MultiplayerStatus> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_LeaveMatchDuringTheirTurn( mGameServices.AsHandle(), match.AsPointer(), InternalMultiplayerStatusCallback, Callbacks.ToIntPtr(callback)); }
internal void FinishMatchDuringMyTurn(NativeTurnBasedMatch match, byte[] data, ParticipantResults results, Action<TurnBasedMatchResponse> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_FinishMatchDuringMyTurn( mGameServices.AsHandle(), match.AsPointer(), data, new UIntPtr((uint)data.Length), results.AsPointer(), InternalTurnBasedMatchCallback, ToCallbackPointer(callback) ); }
internal void ConfirmPendingCompletion(NativeTurnBasedMatch match, Action<TurnBasedMatchResponse> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_ConfirmPendingCompletion( mGameServices.AsHandle(), match.AsPointer(), InternalTurnBasedMatchCallback, ToCallbackPointer(callback)); }
internal void CancelMatch(NativeTurnBasedMatch match, Action<MultiplayerStatus> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_CancelMatch( mGameServices.AsHandle(), match.AsPointer(), InternalMultiplayerStatusCallback, Callbacks.ToIntPtr(callback)); }
internal void DismissMatch(NativeTurnBasedMatch match) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_DismissMatch( mGameServices.AsHandle(), match.AsPointer()); }
internal void TakeTurn(NativeTurnBasedMatch match, byte[] data, MultiplayerParticipant nextParticipant, Action<TurnBasedMatchResponse> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_TakeMyTurn( mGameServices.AsHandle(), match.AsPointer(), data, new UIntPtr((uint)data.Length), // Just pass along the old results. Technically the API allows updates here, but // we never need them. match.Results().AsPointer(), nextParticipant.AsPointer(), InternalTurnBasedMatchCallback, ToCallbackPointer(callback)); }
internal void LeaveMatchDuringTheirTurn(NativeTurnBasedMatch match, Action <GooglePlayGames.Native.Cwrapper.CommonErrorStatus.MultiplayerStatus> callback) { TurnBasedMultiplayerManager.TurnBasedMultiplayerManager_LeaveMatchDuringTheirTurn(this.mGameServices.AsHandle(), match.AsPointer(), new TurnBasedMultiplayerManager.MultiplayerStatusCallback(TurnBasedManager.InternalMultiplayerStatusCallback), Callbacks.ToIntPtr(callback)); }