Files
flufflparty-/FlufflParty/Assets/Scripts/Start/StartHandler.cs
T

66 lines
1.7 KiB
C#

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();
GUIUtility.systemCopyBuffer = code;
layout2.GetComponentInChildren<TMP_Text>().text = "Your room code is: \n" + code + "\n copied to clipboard!";
}
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();
}
}