EdgeMultiplay.EdgeMultiplayCallbacks Class Reference
Inheritance diagram for EdgeMultiplay.EdgeMultiplayCallbacks:
EdgeMultiplay.NetworkedPlayer

Public Member Functions

void ConnectToEdge (bool useAnyCarrierNetwork=true, bool useFallBackLocation=false, string path="")
 Starts the connection to your Edge server, server discovery is based on GPS location and the telecommunication carrier More...
 
virtual void OnConnectionToEdge ()
 Called once the ConnectToEdge Request succeed More...
 
virtual void OnFaliureToConnect (string reason)
 Called once the ConnectToEdge Request fails More...
 
virtual void OnRegisterEvent ()
 Called once the server assigned a playerId to the user right after the connection is established More...
 
virtual void OnNotificationEvent (Notification notification)
 Called once a notification is received from the server More...
 
virtual void OnRoomsListReceived (List< Room > rooms)
 The response for EdgeManager.GetRooms() returns list of rooms on the server More...
 
virtual void OnNewRoomCreatedInLobby ()
 Called automatically once a new room is created on the server You can use this callback to call EdgeManager.GetRooms() to get the updated list of the rooms in the lobby More...
 
virtual void OnRoomRemovedFromLobby ()
 Called automatically once a room is removed from the lobby You can use this callback to call EdgeManager.GetRooms() to get the updated list of the rooms in the lobby More...
 
virtual void OnRoomCreated (Room room)
 Called once the local player creates a room, The response of EdgeManagre.CreateRoom() and might be the response of EdgeManager.JoinOrCreateRoom() in case of room creation More...
 
virtual void OnRoomJoin (Room room)
 Called once the local player joins a room, The response of EdgeManagre.JoinRoom() and might be the response of EdgeManager.JoinOrCreateRoom() in case of room join More...
 
virtual void PlayerJoinedRoom (Room room)
 Called automatically once a player joins the local player room More...
 
virtual void OnJoinRoomFailed ()
 Called once a JoinRoom Request fails on the server More...
 
virtual void OnGameStart ()
 Called once the game starts, the game starts on the server once the number of players == the maximum players per room More...
 
virtual void OnPlayerLeft (RoomMemberLeft playerLeft)
 Called once a player in the same room as the local player leaves the room More...
 
virtual void OnLeftRoom ()
 Called once ExitRoom request in(EdgeManager.ExitRoom()) succeed More...
 
virtual void OnWebSocketEventReceived (GamePlayEvent gamePlayEvent)
 During GamePlay once a event received from another player (Websocket) More...
 
virtual void OnNewObservableCreated (Observable observable)
 Server Callback when a new Observable is created by one of the players More...
 
virtual void OnUDPEventReceived (GamePlayEvent gamePlayEvent)
 During GamePlay once a event received from another player (UDP) More...
 

Static Public Attributes

static Action connectedToEdge
 
static Action< string > failureToConnect
 
static Action registerEvent
 
static Action< NotificationnotificationEvent
 
static Action< GamePlayEventeventReceived
 
static Action< GamePlayEventudpEventReceived
 
static Action< RoomMemberLeftplayerLeft
 
static Action< List< Room > > roomsList
 
static Action< RoomroomCreated
 
static Action< RoomroomJoin
 
static Action< RoomplayerRoomJoined
 
static Action joinRoomFaliure
 
static Action newRoomCreatedInLobby
 
static Action roomRemovedFromLobby
 
static Action leftRoom
 
static Action gameStart
 
static Action gameEnd
 
static Action< ObservablenewObservableCreated