Posted on

Make 2048 in Unity – Moving and Combining (Lesson 8)

In this lesson on how to make 2048 in unity, we will be working on how to move and combined the fill block object. To move the objects we will be using the move towards function.

Unlock Code and Member Content

Fill2048.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Fill2048 : MonoBehaviour
{
    public int value;
    [SerializeField] Text valueDisplay;
    [SerializeField] float speed;
    bool hasCombine;
    public void FillValueUpdate(int valueIn)
    {
        value = valueIn;
        valueDisplay.text = value.ToString();
    }
    private void Update()
    {
        if(transform.localPosition != Vector3.zero)
        {
            hasCombine = false;
            transform.localPosition = Vector3.MoveTowards(transform.localPosition, Vector3.zero, speed * Time.deltaTime);
        }
        else if(hasCombine == false)
        {
            if(transform.parent.GetChild(0) != this.transform)
            {
                Destroy(transform.parent.GetChild(0).gameObject);
            }
            hasCombine = true;
        }
    }
    public void Double()
    {
        value *= 2;
        GameController2048.instance.ScoreUpdate(value);
        valueDisplay.text = value.ToString();
    }
}

Cell2048.cs

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cell2048 : MonoBehaviour
{
    public Cell2048 right;
    public Cell2048 down;
    public Cell2048 left;
    public Cell2048 up;
    public Fill2048 fill;
    private void OnEnable()
    {
        GameController2048.slide += OnSlide;
    }
    private void OnDisable()
    {
        GameController2048.slide -= OnSlide;
    }
    private void OnSlide(string whatWasSent)
    {
        CellCheck();
        Debug.Log(whatWasSent);
        if(whatWasSent == "w")
        {
            if (up != null)
                return;
            Cell2048 currentCell = this;
            SlideUp(currentCell);
        }
        if (whatWasSent == "d")
        {
            if (right != null)
                return;
            Cell2048 currentCell = this;
            SlideRight(currentCell);
        }
        if (whatWasSent == "s")
        {
            if (down != null)
                return;
            Cell2048 currentCell = this;
            SlideDown(currentCell);
        }
        if (whatWasSent == "a")
        {
            if (left != null)
                return;
            Cell2048 currentCell = this;
            SlideLeft(currentCell);
        }
        GameController2048.ticker++;
        if(GameController2048.ticker == 4)
        {
            GameController2048.instance.SpawnFill();
        }
       
        
    }
    void SlideUp(Cell2048 currentCell)
    {
        
        if (currentCell.down == null)
            return;
        if (currentCell.fill != null)
        {
            Cell2048 nextCell = currentCell.down;
            while (nextCell.down != null && nextCell.fill == null)
            {
                Debug.Log("Loop");
                nextCell = nextCell.down;
            }
            if (nextCell.fill != null)
            {
                if (currentCell.fill.value == nextCell.fill.value)
                {
                    nextCell.fill.Double();
                    nextCell.fill.transform.parent = currentCell.transform;
                    currentCell.fill = nextCell.fill;
                    nextCell.fill = null;
                }
                else if(currentCell.down.fill != nextCell.fill)
                {
                    Debug.Log("!doubled");
                    nextCell.fill.transform.parent = currentCell.down.transform;
                    currentCell.down.fill = nextCell.fill;
                    nextCell.fill = null;
                }
            }
        }
        else
        {
            Cell2048 nextCell = currentCell.down;
            while (nextCell.down != null && nextCell.fill == null)
            {
                Debug.Log("here");
                nextCell = nextCell.down;
            }
            if (nextCell.fill != null)
            {
                nextCell.fill.transform.parent = currentCell.transform;
                currentCell.fill = nextCell.fill;
                nextCell.fill = null;
                SlideUp(currentCell);
                Debug.Log("Slide to Empty");
            }
        }
        if (currentCell.down == null)
            return;
        SlideUp(currentCell.down);
    }
    void SlideRight(Cell2048 currentCell)
    {
        if (currentCell.left == null)
            return;
        if (currentCell.fill != null)
        {
            Cell2048 nextCell = currentCell.left;
            while (nextCell.left != null && nextCell.fill == null)
            {
                Debug.Log("Loop");
                nextCell = nextCell.left;
            }
            if (nextCell.fill != null)
            {
                if (currentCell.fill.value == nextCell.fill.value)
                {
                    nextCell.fill.Double();
                    nextCell.fill.transform.parent = currentCell.transform;
                    currentCell.fill = nextCell.fill;
                    nextCell.fill = null;
                }
                else if (currentCell.left.fill != nextCell.fill)
                {
                    Debug.Log("!doubled");
                    nextCell.fill.transform.parent = currentCell.left.transform;
                    currentCell.left.fill = nextCell.fill;
                    nextCell.fill = null;
                }
            }
        }
        else
        {
            Cell2048 nextCell = currentCell.left;
            while (nextCell.left != null && nextCell.fill == null)
            {
                Debug.Log("here");
                nextCell = nextCell.left;
            }
            if (nextCell.fill != null)
            {
                nextCell.fill.transform.parent = currentCell.transform;
                currentCell.fill = nextCell.fill;
                nextCell.fill = null;
                SlideRight(currentCell);
                Debug.Log("Slide to Empty");
            }
        }
        if (currentCell.left == null)
            return;
        SlideRight(currentCell.left);
    }
   
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" && Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i < senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Posted on

Make 2048 in Unity – Handling More Actions (Lesson 7)

In this lesson on how to make 2048 in Unity, we will be handling the other three directions of shifting the 2048 grid. This lesson will not be too difficult as most of the code is already written. We will just need to copy and paste the code for the other three directions and then make some small changes.

Unlock Code and Member Content

Cell2048.cs

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cell2048 : MonoBehaviour
{
    public Cell2048 right;
    public Cell2048 down;
    public Cell2048 left;
    public Cell2048 up;
    public Fill2048 fill;
    private void OnEnable()
    {
        GameController2048.slide += OnSlide;
    }
    private void OnDisable()
    {
        GameController2048.slide -= OnSlide;
    }
    private void OnSlide(string whatWasSent)
    {
        CellCheck();
        Debug.Log(whatWasSent);
        if(whatWasSent == "w")
        {
            if (up != null)
                return;
            Cell2048 currentCell = this;
            SlideUp(currentCell);
        }
        if (whatWasSent == "d")
        {
            if (right != null)
                return;
            Cell2048 currentCell = this;
            SlideRight(currentCell);
        }
        if (whatWasSent == "s")
        {
            if (down != null)
                return;
            Cell2048 currentCell = this;
            SlideDown(currentCell);
        }
        if (whatWasSent == "a")
        {
            if (left != null)
                return;
            Cell2048 currentCell = this;
            SlideLeft(currentCell);
        }
        GameController2048.ticker++;
        if(GameController2048.ticker == 4)
        {
            GameController2048.instance.SpawnFill();
        }
       
        
    }
    void SlideUp(Cell2048 currentCell)
    {
        
        if (currentCell.down == null)
            return;
        if (currentCell.fill != null)
        {
            Cell2048 nextCell = currentCell.down;
            while (nextCell.down != null && nextCell.fill == null)
            {
                Debug.Log("Loop");
                nextCell = nextCell.down;
            }
            if (nextCell.fill != null)
            {
                if (currentCell.fill.value == nextCell.fill.value)
                {
                    nextCell.fill.Double();
                    nextCell.fill.transform.parent = currentCell.transform;
                    currentCell.fill = nextCell.fill;
                    nextCell.fill = null;
                }
                else if(currentCell.down.fill != nextCell.fill)
                {
                    Debug.Log("!doubled");
                    nextCell.fill.transform.parent = currentCell.down.transform;
                    currentCell.down.fill = nextCell.fill;
                    nextCell.fill = null;
                }
            }
        }
        else
        {
            Cell2048 nextCell = currentCell.down;
            while (nextCell.down != null && nextCell.fill == null)
            {
                Debug.Log("here");
                nextCell = nextCell.down;
            }
            if (nextCell.fill != null)
            {
                nextCell.fill.transform.parent = currentCell.transform;
                currentCell.fill = nextCell.fill;
                nextCell.fill = null;
                SlideUp(currentCell);
                Debug.Log("Slide to Empty");
            }
        }
        if (currentCell.down == null)
            return;
        SlideUp(currentCell.down);
    }
    void SlideRight(Cell2048 currentCell)
    {
        if (currentCell.left == null)
            return;
        if (currentCell.fill != null)
        {
            Cell2048 nextCell = currentCell.left;
            while (nextCell.left != null && nextCell.fill == null)
            {
                Debug.Log("Loop");
                nextCell = nextCell.left;
            }
            if (nextCell.fill != null)
            {
                if (currentCell.fill.value == nextCell.fill.value)
                {
                    nextCell.fill.Double();
                    nextCell.fill.transform.parent = currentCell.transform;
                    currentCell.fill = nextCell.fill;
                    nextCell.fill = null;
                }
                else if (currentCell.left.fill != nextCell.fill)
                {
                    Debug.Log("!doubled");
                    nextCell.fill.transform.parent = currentCell.left.transform;
                    currentCell.left.fill = nextCell.fill;
                    nextCell.fill = null;
                }
            }
        }
        else
        {
            Cell2048 nextCell = currentCell.left;
            while (nextCell.left != null && nextCell.fill == null)
            {
                Debug.Log("here");
                nextCell = nextCell.left;
            }
            if (nextCell.fill != null)
            {
                nextCell.fill.transform.parent = currentCell.transform;
                currentCell.fill = nextCell.fill;
                nextCell.fill = null;
                SlideRight(currentCell);
                Debug.Log("Slide to Empty");
            }
        }
        if (currentCell.left == null)
            return;
        SlideRight(currentCell.left);
    }
   
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" && Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i < senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Posted on

Make 2048 in Unity – Handling Actions (Lesson 6)

For this lesson, on how to create 2048 in Unity we will handle the results of the action that we create in the last video. The Action we create is trigger when the player presses a key for the direction they want to shift the 2048 grid. To handle this action and the player’s input we will use parent and hierarchy relationship between the fill objects and the cells to shift the grid.

Unlock Code and Member Content

GameController2048.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class GameController2048 : MonoBehaviour
{
    [SerializeField] GameObject fillPrefab;
    [SerializeField] Transform[] allCells;
    public static Action<string> slide;
    // Start is called before the first frame update
    void Start()
    {
        
    }
    // Update is called once per frame
    void Update()
    {
        if(Input.GetKeyDown(KeyCode.Space))
        {
            SpawnFill();
        }
        if(Input.GetKeyDown(KeyCode.W))
        {
            slide("w");
        }
        if (Input.GetKeyDown(KeyCode.D))
        {
            slide("d");
        }
        if (Input.GetKeyDown(KeyCode.S))
        {
            slide("s");
        }
        if (Input.GetKeyDown(KeyCode.A))
        {
            slide("a");
        }
    }
    public void SpawnFill()
    {
        int whichSpawn = UnityEngine.Random.Range(0, allCells.Length);
        if(allCells[whichSpawn].childCount != 0)
        {
            Debug.Log(allCells[whichSpawn].name + " is already filled");
            SpawnFill();
            return;
        }
        float chance = UnityEngine.Random.Range(0f, 1f);
        Debug.Log(chance);
        if(chance <.2f)
        {
            return;
        }
        else if(chance < .8f)
        {
            GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn]);
            Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
            allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
            tempFillComp.FillValueUpdate(2);
        }
        else
        {
            GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn]);
            Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
            allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
            tempFillComp.FillValueUpdate(4);
        }
    }
}

Cell2048.cs

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cell2048 : MonoBehaviour
{
    public Cell2048 right;
    public Cell2048 down;
    public Cell2048 left;
    public Cell2048 up;
    public Fill2048 fill;
    private void OnEnable()
    {
        GameController2048.slide += OnSlide;
    }
    private void OnDisable()
    {
        GameController2048.slide -= OnSlide;
    }
    private void OnSlide(string whatWasSent)
    {
        CellCheck();
        Debug.Log(whatWasSent);
        if(whatWasSent == "w")
        {
            if (up != null)
                return;
            Cell2048 currentCell = this;
            SlideUp(currentCell);
        }
        if (whatWasSent == "d")
        {
            
        }
        if (whatWasSent == "s")
        {
          
        }
        if (whatWasSent == "a")
        {
            
        }
        GameController2048.ticker++;
        if(GameController2048.ticker == 4)
        {
            GameController2048.instance.SpawnFill();
        }
       
        
    }
    void SlideUp(Cell2048 currentCell)
    {
        
        if (currentCell.down == null)
            return;
        if (currentCell.fill != null)
        {
            Cell2048 nextCell = currentCell.down;
            while (nextCell.down != null && nextCell.fill == null)
            {
                Debug.Log("Loop");
                nextCell = nextCell.down;
            }
            if (nextCell.fill != null)
            {
                if (currentCell.fill.value == nextCell.fill.value)
                {
                    nextCell.fill.Double();
                    nextCell.fill.transform.parent = currentCell.transform;
                    currentCell.fill = nextCell.fill;
                    nextCell.fill = null;
                }
                else if(currentCell.down.fill != nextCell.fill)
                {
                    Debug.Log("!doubled");
                    nextCell.fill.transform.parent = currentCell.down.transform;
                    currentCell.down.fill = nextCell.fill;
                    nextCell.fill = null;
                }
            }
        }
        else
        {
            Cell2048 nextCell = currentCell.down;
            while (nextCell.down != null && nextCell.fill == null)
            {
                Debug.Log("here");
                nextCell = nextCell.down;
            }
            if (nextCell.fill != null)
            {
                nextCell.fill.transform.parent = currentCell.transform;
                currentCell.fill = nextCell.fill;
                nextCell.fill = null;
                SlideUp(currentCell);
                Debug.Log("Slide to Empty");
            }
        }
        if (currentCell.down == null)
            return;
        SlideUp(currentCell.down);
    }
   
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}