using System.Collections; using System.Collections.Generic; using System.IO; using System.Net.Sockets; using System.Text; using TMPro; using UnityEngine; using UnityEngine.SceneManagement; public class StartHandler : MonoBehaviour { private TcpClient client; [SerializeField] private GameObject layout1; [SerializeField] private GameObject layout2; [SerializeField] private TMP_Text roomCodeEnter; private void Start() { client = new TcpClient("185.245.96.48", 8051); layout1.SetActive(true); layout2.SetActive(false); } public void ButtonNewRoom() { Stream stream = client.GetStream(); byte[] readMessage = new byte[10]; //Send message new room stream.Write(new byte[]{0, 0, 0, 0, 0, 0, 0, 0, 0, 0}); layout1.SetActive(false); layout2.SetActive(true); //wait for room code int i = stream.Read(readMessage, 0, 10); Debug.Log(i); string code = Encoding.ASCII.GetString(readMessage); PlayerPrefs.SetString("roomcode", code); PlayerPrefs.Save(); layout2.GetComponentInChildren().text = "Your room code is: \n" + code; } public void ButtonJoin() { string code = roomCodeEnter.text; PlayerPrefs.SetString("roomcode", code); PlayerPrefs.Save(); SceneManager.LoadScene(1, LoadSceneMode.Single); client.Close(); } public void ButtonJoin2() { SceneManager.LoadScene(1, LoadSceneMode.Single); client.Close(); } public void ButtonBack() { layout1.SetActive(true); layout2.SetActive(false); } public void ButtonCopy() { GUIUtility.systemCopyBuffer = PlayerPrefs.GetString("roomcode"); } }