public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if(stream.isWriting) { // this is my player. need to send my actual position to the network stream.SendNext(transform.position); stream.SendNext(_charController.velocity); stream.SendNext(transform.rotation); } else { //this is another player. need to get his position data. then update my version of this player Vector3 syncPosition = (Vector3)stream.ReceiveNext(); Vector3 syncVelocity = (Vector3)stream.ReceiveNext(); syncEndRotation = (Quaternion)stream.ReceiveNext(); syncStartRotation = transform.rotation; syncTime = 0f; syncDelay = Time.time - lastSynchronizationTime; lastSynchronizationTime = Time.time; syncEndPosition = syncPosition + syncVelocity * syncDelay; syncStartPosition = transform.position; } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { //We own this player: send the others our data stream.SendNext(transform.position); if(GetComponent<PlayerMult>()) stream.SendNext(GetComponent<PlayerMult>().velocity); // else if(GetComponent<Wind>()) // stream.SendNext(GetComponent<Wind>().velocity); else stream.SendNext(Vector3.zero); } else { //Network player, receive data Vector3 syncPosition = (Vector3)stream.ReceiveNext(); syncVelocity = (Vector3)stream.ReceiveNext(); //Debug.Log ("INCOMING"); syncTime = 0f; syncDelay = Time.time - lastSynchronizationTime; lastSynchronizationTime = Time.time; syncEndPosition = syncPosition + syncVelocity * syncDelay; syncStartPosition = transform.position; } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { // write time & position to stream stream.SendNext(PhotonNetwork.time); // send orientation stream.SendNext( (double)transform.rotation.eulerAngles.y); // get Y-rotation } else { // receive keyframe double time = (double)stream.ReceiveNext(); double orientation = (double)stream.ReceiveNext(); if (m_OrientationKeyframesList == null) m_OrientationKeyframesList = new KeyframeList<double>(); m_OrientationKeyframesList.Add(time, orientation); if (m_OrientationKeyframesList.Count > 2) { //Debug.Log("removing old keyframes"); // remove old keyframes ( let's say 5 seconds old? ) m_OrientationKeyframesList.RemoveAllBefore(time - 5); } } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (PhotonNetwork.isMasterClient) { if (stream.isWriting) { // We own this player: send the others our data stream.SendNext (transform.position); stream.SendNext (transform.rotation); //stream.SendNext (this.GetComponent<DumbStates> ().signalLeft); //stream.SendNext (this.GetComponent<DumbStates> ().signalRight); } } else { // Network player, receive data CorrectPos = (Vector3)stream.ReceiveNext (); CorrectRot = (Quaternion)stream.ReceiveNext (); //signalLeft = (bool)stream.ReceiveNext (); //signalRight = (bool)stream.ReceiveNext (); if (!SignalON && (signalLeft || signalRight)) { if (signalLeft) { //this.GetComponent<DumbStates> ().onLTS (); } if (signalRight) { //this.GetComponent<DumbStates> ().onRTS (); } SignalON = true; } if (SignalON && !(signalLeft || signalRight)) { //this.GetComponent<DumbStates> ().offTurnSignals(); SignalON=false; } } }
//Serilize Data Across the network, we want everyone to know where they are void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { //Send to everyone else a local players variables to be synced and recieved by all other players on network if (stream.isWriting) { //send to clients where we are stream.SendNext(transform.position); stream.SendNext(transform.rotation); stream.SendNext(health); //Sync Animation States } else { //Get from clients where they are //Write in the same order we read, if not writing we are reading. realPosition = (Vector3)stream.ReceiveNext(); realRotation = (Quaternion)stream.ReceiveNext(); health = (float)stream.ReceiveNext(); //Sync Animation States } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { //We own this player: send the others our data stream.SendNext((int)controllerScript._characterState); stream.SendNext(transform.position); stream.SendNext(transform.rotation); } else { //Network player, receive data controllerScript._characterState = (CharacterState)(int)stream.ReceiveNext(); correctPlayerPos = (Vector3)stream.ReceiveNext(); correctPlayerRot = (Quaternion)stream.ReceiveNext(); // avoids lerping the character from "center" to the "current" position when this client joins if (firstTake) { firstTake = false; this.transform.position = correctPlayerPos; transform.rotation = correctPlayerRot; } } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { // For our player if(stream.isWriting) { stream.SendNext(transform.position); stream.SendNext(transform.rotation); //stream.SendNext(anim.GetFloat("Speed")); //stream.SendNext(anim.GetBool("Jumping")); } // For other players else { realPosition = (Vector3)stream.ReceiveNext(); realRotation = (Quaternion)stream.ReceiveNext(); //anim.SetFloat("Speed", (float)stream.ReceiveNext()); //anim.SetBool("Jumping", (bool)stream.ReceiveNext()); if(gotFirstUpdate == false) { transform.position = realPosition; transform.rotation = realRotation; gotFirstUpdate = true; } } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { //We own this player: send the others our data ControllerPlayer controllerScript = GetComponent<ControllerPlayer>(); stream.SendNext((int)controllerScript._characterState); stream.SendNext(transform.position); stream.SendNext(transform.rotation); Stats statsScript = GetComponent<Stats>(); stream.SendNext(statsScript.Health); stream.SendNext(statsScript.Lives); } else { //Network player, receive data this.correctPlayerPos = (Vector3)stream.ReceiveNext(); this.correctPlayerRot = (Quaternion)stream.ReceiveNext(); ControllerPlayer controllerScript = GetComponent<ControllerPlayer>(); Stats statsScript = GetComponent<Stats>(); controllerScript._characterState = (CharacterState)(int)stream.ReceiveNext(); statsScript.Health = (int)stream.ReceiveNext(); statsScript.Lives = (int)stream.ReceiveNext(); } }
public void OnPhotonSerializeView(PhotonStream aStream, PhotonMessageInfo aInfo) { if (aStream.isWriting) { aStream.SendNext(transform.position); aStream.SendNext(transform.rotation.eulerAngles.z); aStream.SendNext(m_health); } else { m_photonPosition = (Vector3)aStream.ReceiveNext(); m_photonRotation = (float)aStream.ReceiveNext(); m_health = (int)aStream.ReceiveNext(); stopWatch.Stop(); if (stopWatch.ElapsedMilliseconds > (1000 / PhotonNetwork.sendRate)) { m_photonReleasedPositions.Add(new TimePosition(m_photonPosition, (float)stopWatch.ElapsedMilliseconds, m_photonRotation)); if (m_once && m_photonReleasedPositions.Count >= 4) { m_once = false; StartCoroutine("ReleasePositions"); } stopWatch.Reset(); } stopWatch.Start(); } }
private void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { //Debug.Log("============>"); if (stream.isWriting) { stream.SendNext(transform.position); PlayerController player = GetComponent<PlayerController>(); string blockName = player.currentBlock == null ? "" : player.currentBlock.name; stream.SendNext(blockName); } else { PlayerController player = GetComponent<PlayerController>(); this.playerPos = (Vector3)stream.ReceiveNext(); string currentBlock = (string)stream.ReceiveNext(); if (currentBlock != "") { player.transform.parent = null; } else { Node block = GameBoard.FindBlockByName(currentBlock); Debug.Log("===>"+block.name); player.transform.parent = block.transform; } transform.localPosition = this.playerPos; } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { // We own this player: send the others our data stream.SendNext(transform.position); stream.SendNext(transform.rotation); stream.SendNext(text.text); myThirdPersonController myC = GetComponent<myThirdPersonController>(); stream.SendNext((int)myC._characterState); UnityEngine.Debug.Log ("aaaaa"); } else { // Network player, receive data this.correctPlayerPos = (Vector3)stream.ReceiveNext(); this.correctPlayerRot = (Quaternion)stream.ReceiveNext(); this.ttext = (string)stream.ReceiveNext(); UnityEngine.Debug.Log (ttext); if(text.text.Length < ttext.Length){ text.text = ttext; } myThirdPersonController myC = GetComponent<myThirdPersonController>(); myC._characterState = (CharacterState)stream.ReceiveNext(); UnityEngine.Debug.Log ("bbb"); } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { //We own this player: send the others our data // stream.SendNext((int)controllerScript._characterState); stream.SendNext(transform.position); stream.SendNext(transform.rotation); //stream.SendNext(GetComponent<Rigidbody>().velocity); } else { //Network player, receive data //controllerScript._characterState = (CharacterState)(int)stream.ReceiveNext(); correctPlayerPos = (Vector3)stream.ReceiveNext(); correctPlayerRot = (Quaternion)stream.ReceiveNext(); //GetComponent<Rigidbody>().velocity = (Vector3)stream.ReceiveNext(); if (!appliedInitialUpdate) { appliedInitialUpdate = true; transform.position = correctPlayerPos; transform.rotation = correctPlayerRot; //GetComponent<Rigidbody>().velocity = Vector3.zero; } } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if(stream.isWriting) { // This is our player. We need to send our actual position to the network. stream.SendNext(transform.position); stream.SendNext(transform.rotation); stream.SendNext(anim.GetFloat("Speed")); stream.SendNext(anim.GetBool("Jumping")); } else { // This is someone else's player. We need to reciece their position. // Right now, "realPosition" holds the other person's position at the LAST frame. // Instead of simply updating "realPosition" and continuing to lerp, //we MAY want to set our transform.position to immediately to this old "realPosition" //and then update realPosition realPosition = (Vector3)stream.ReceiveNext (); realRotation = (Quaternion)stream.ReceiveNext (); anim.SetFloat ("Speed", (float)stream.ReceiveNext() ); anim.SetBool ("Jumping", (bool)stream.ReceiveNext() ); if(gotFirstUpdate == false) { transform.position = realPosition; transform.rotation = realRotation; gotFirstUpdate = true; } } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting == true) { if (this.m_SynchronizeVelocity == true) { stream.SendNext(this.m_Body.velocity); } if (this.m_SynchronizeAngularVelocity == true) { stream.SendNext(this.m_Body.angularVelocity); } } else { if (this.m_SynchronizeVelocity == true) { this.m_Body.velocity = (Vector3)stream.ReceiveNext(); } if (this.m_SynchronizeAngularVelocity == true) { this.m_Body.angularVelocity = (Vector3)stream.ReceiveNext(); } } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { //We own this player: send the others our data stream.SendNext(myRigid); stream.SendNext(transform.position); stream.SendNext(transform.rotation); if(myRigid){ stream.SendNext(rigidbody.velocity); } } else { if (!appliedInitialUpdate && hisRigid) { appliedInitialUpdate = true; transform.position = correctPlayerPos; transform.rotation = correctPlayerRot; rigidbody.velocity = Vector3.zero; } //Network player, receive data hisRigid = (bool)stream.ReceiveNext(); correctPlayerPos = (Vector3)stream.ReceiveNext(); correctPlayerRot = (Quaternion)stream.ReceiveNext(); if(hisRigid){ rigidbody.velocity = (Vector3)stream.ReceiveNext(); } } }
private void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { //We own this player: send the others our data stream.SendNext(transform.position); stream.SendNext(transform.rotation); // animation data int[] animStates = _playerAnim.GetAnimationBooleans(); stream.SendNext(animStates[0]); stream.SendNext(animStates[1]); stream.SendNext(animStates[2]); } else { //Network player, receive data _correctPlayerPos = (Vector3)stream.ReceiveNext(); _correctPlayerRot = (Quaternion)stream.ReceiveNext(); // animation data _playerAnim.ApplyNetworkAnimations((int)stream.ReceiveNext(), (int)stream.ReceiveNext(), (int)stream.ReceiveNext()); syncTime = 0f; syncDelay = Time.time - lastSynchronizationTime; lastSynchronizationTime = Time.time; } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if(stream.isWriting) { stream.SendNext(transform.position); stream.SendNext(transform.rotation); if(anim.IsPlaying("Run")) { stream.SendNext(useThisMove = 1); } if(anim.IsPlaying ("Idle")) { stream.SendNext (useThisMove = -1); } if(anim.IsPlaying ("AutoAttack")) { stream.SendNext(useThisMove = -2); } } else { realPosition = (Vector3)stream.ReceiveNext(); realRotation = (Quaternion)stream.ReceiveNext(); useThisMove = (int)stream.ReceiveNext(); } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { UnityEngine.Debug.Log("point"); if (stream.isWriting) { var pointText = GameObject.Find("Point").GetComponent<Text>(); string point = pointText.text; // We own this player: send the others our data stream.SendNext(transform.position); stream.SendNext(transform.rotation); UnityEngine.Debug.Log(pointText.text); stream.SendNext(pointText.text); UnityEngine.Debug.Log("point2"); } else { // Network player, receive data this.correctPlayerPos = (Vector3)stream.ReceiveNext(); this.correctPlayerRot = (Quaternion)stream.ReceiveNext(); UnityEngine.Debug.Log((Vector3)stream.ReceiveNext()); var pointText = GameObject.Find("EnemyPoint").GetComponent<Text>(); UnityEngine.Debug.Log("point3"); pointText.text = (string)stream.ReceiveNext(); } }
void OnPhotonSerializeView(PhotonStream aStream, PhotonMessageInfo aInfo) { CacheComponents (); if (aStream.isWriting) { // this is our player, we must send out our actual position aStream.SendNext(transform.position); aStream.SendNext(transform.rotation); aStream.SendNext(anim.GetFloat("Speed")); aStream.SendNext(anim.GetBool("Jumping")); aStream.SendNext (anim.GetFloat("AimAngle")); } else { // this is someone elses player, we need to receive their player and update // our version of that player realPosition = (Vector3) aStream.ReceiveNext(); realRotation = (Quaternion) aStream.ReceiveNext(); anim.SetFloat("Speed", (float)aStream.ReceiveNext()); anim.SetBool("Jumping", (bool)aStream.ReceiveNext()); realAimAngle = (float) aStream.ReceiveNext(); if(gotFirstUpdate == false) { transform.position = realPosition; transform.rotation = realRotation; anim.SetFloat("AimAngle", realAimAngle); gotFirstUpdate = true; } } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if(stream.isWriting){ // this is our player, we send of posision data here stream.SendNext(transform.position); //send our posision to the network stream.SendNext(transform.rotation); // send our rotation to the network stream.SendNext(anim.GetFloat("Speed")); stream.SendNext(anim.GetBool("Jumping")); stream.SendNext(anim.GetFloat("AimAngle")); } else { //this is everyone elses players, we recieve their posisions here // right now realPosition holds the player position on the Last frame // instead of simply updating "RealPosition" and continuing to lerp // we MAY want to set out transform.position IMMEDIITLY to this old "realPosition" // then update realPosition realPosition = (Vector3)stream.ReceiveNext(); //recieve others posisions realRotation = (Quaternion)stream.ReceiveNext(); // recieve others rotations anim.SetFloat("Speed", (float)stream.ReceiveNext()); anim.SetBool("Jumping", (bool)stream.ReceiveNext()); realAimAngle = (float)stream.ReceiveNext(); if (gotFirstUpdate == false) { transform.position = realPosition; transform.rotation = realRotation; anim.SetFloat("AimAngle", realAimAngle); gotFirstUpdate = true; } } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if(stream.isWriting) { stream.SendNext(transform.position); stream.SendNext(transform.rotation); } else { position = (Vector3)stream.ReceiveNext(); rotation = (Quaternion)stream.ReceiveNext(); } }
public static Vector3 ReadVectorFromShort(PhotonStream stream) { Vector3 newPosition = Vector3.zero; //Debug.Log (stream.ReceiveNext ()); newPosition.x = ((short)stream.ReceiveNext())/FLOAT_COEF; //Debug.Log (newPosition.x); newPosition.y = ((short)stream.ReceiveNext())/FLOAT_COEF; newPosition.z = ((short)stream.ReceiveNext())/FLOAT_COEF; return newPosition; }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { stream.SendNext(todScript.slider); stream.SendNext(todScript.slider2); } else { todScript.slider = (float) stream.ReceiveNext(); todScript.slider2 = (float) stream.ReceiveNext(); } }
/** * For Photon updates send the current progress state * and the current game time */ public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { stream.SendNext(inProgress); stream.SendNext(gameTimer.GameTime()); } else { inProgress = (bool) stream.ReceiveNext(); gameTimer.GameTime((float) stream.ReceiveNext()); } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { // We own this player: send the others our data stream.SendNext(transform.position); stream.SendNext(transform.rotation); anim = GetComponent< Animator >(); stream.SendNext(anim.GetFloat("Speed")); stream.SendNext(anim.GetFloat("Direction")); stream.SendNext(anim.GetBool("Punch_L")); stream.SendNext(anim.GetBool("LowKick")); stream.SendNext(anim.GetBool("HiKick")); stream.SendNext(anim.GetBool("Shoryuken")); myThirdPersonController myC = GetComponent<myThirdPersonController>(); stream.SendNext((int)myC._characterState); } else { // Network player, receive data this.correctPlayerPos = (Vector3)stream.ReceiveNext(); this.correctPlayerRot = (Quaternion)stream.ReceiveNext(); anim = GetComponent< Animator >(); anim.SetFloat("Speed",(float)stream.ReceiveNext()); anim.SetFloat("Direction",(float)stream.ReceiveNext()); anim.SetBool("Punch_L",(bool)stream.ReceiveNext()); anim.SetBool("LowKick",(bool)stream.ReceiveNext()); anim.SetBool("HiKick", (bool)stream.ReceiveNext()); anim.SetBool("Shoryuken", (bool)stream.ReceiveNext()); myThirdPersonController myC = GetComponent<myThirdPersonController>(); myC._characterState = (CharacterState)stream.ReceiveNext(); } }
// void Update() { // if (!photonView.isMine) { // transform.position = Vector3.Lerp(transform.position, correctPlayerPosition, 0.1f); // transform.rotation = Quaternion.Lerp (transform.rotation, correctPlayerRotation, 0.1f); // } // } void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { Animator anim = transform.GetComponentInChildren<Animator> (); if (stream.isWriting) { stream.SendNext(transform.position); stream.SendNext(transform.rotation); stream.SendNext(anim.GetFloat("Forward")); stream.SendNext(anim.GetFloat("Turn")); stream.SendNext(anim.GetBool("OnGround")); stream.SendNext(anim.GetFloat("Jump")); stream.SendNext(anim.GetFloat("JumpLeg")); stream.SendNext(anim.GetBool("Guard")); stream.SendNext(anim.GetFloat("Block")); } else { this.correctPlayerPosition = (Vector3) stream.ReceiveNext(); this.correctPlayerRotation = (Quaternion) stream.ReceiveNext(); this.anim.SetFloat("Forward", (float) stream.ReceiveNext()); this.anim.SetFloat("Turn", (float) stream.ReceiveNext()); this.anim.SetBool("OnGround", (bool) stream.ReceiveNext()); this.anim.SetFloat("Jump", (float) stream.ReceiveNext()); this.anim.SetFloat("JumpLeg", (float) stream.ReceiveNext()); this.anim.SetBool("Guard", (bool) stream.ReceiveNext()); this.anim.SetFloat("Block", (float) stream.ReceiveNext()); } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { stream.SendNext(transform.position); stream.SendNext(transform.rotation); stream.SendNext(anim.GetFloat("posX")); stream.SendNext(anim.GetFloat("Ydirection")); stream.SendNext(anim.GetFloat("Run")); stream.SendNext(anim.GetFloat("inputH")); stream.SendNext(anim.GetFloat("inputV")); stream.SendNext(anim.GetBool("isRunning")); stream.SendNext(anim.GetBool("isBlocking")); } else { realPosition = (Vector3)stream.ReceiveNext(); realRotation = (Quaternion)stream.ReceiveNext(); anim.SetFloat("posX", (float)stream.ReceiveNext()); anim.SetFloat("Ydirection", (float)stream.ReceiveNext()); anim.SetFloat("Run", (float)stream.ReceiveNext()); anim.SetFloat("inputH", (float)stream.ReceiveNext()); anim.SetFloat("inputV", (float)stream.ReceiveNext()); anim.SetBool("isRunning", (bool)stream.ReceiveNext()); anim.SetBool("isBlocking", (bool)stream.ReceiveNext()); //myView.RPC("setTrigger", PhotonTargets.All, "Attack"); } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { // 로컬 플레이어의 위치 정보 송신 if (stream.isWriting) { stream.SendNext (tr.position); stream.SendNext (tr.rotation); } else { currPos = (Vector3) stream.ReceiveNext(); currRot = (Quaternion) stream.ReceiveNext(); } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info){ //Debug.Log("Event exist!"); if (stream.isWriting) { //Our player in network. Sending out our actual position to the network stream.SendNext(transform.position); stream.SendNext (transform.rotation); } else { //Other player in network. recieving their actual position to the network realPosition = (Vector3)stream.ReceiveNext(); realRotation = (Quaternion)stream.ReceiveNext (); } }
Vector3 newTransform = Vector3.zero; //the object's actual position on the owner's game #endregion Fields #region Methods //updates the players positions by sending/receiving data to other players public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isReading) {//we don't own this character so we are receiving data about this character newTransform = (Vector3) stream.ReceiveNext(); newRotation = (Quaternion) stream.ReceiveNext (); } else { //we own this character, so send data stream.SendNext (transform.position); stream.SendNext (transform.rotation); } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { for (int i = 0; i < teamScore.Length; i++) { stream.SendNext(teamScore[i]); } } else { for (int i = 0; i < teamScore.Length; i++) { teamScore[i] = (int)stream.ReceiveNext(); } } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { //Executed on the owner of this PhotonView; //The server sends it's position over the network stream.SendNext(transform.position);//"Encode" it, and send it } else { //Executed on the others; //receive a position and set the object to it transform.position = (Vector3)stream.ReceiveNext(); } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { //send weapons stream.SendNext(RangedId); //stream.SendNext(MeleeId); } else { //get weapons RangedId = (int)stream.ReceiveNext(); EquipedRanged = GameObject.FindGameObjectWithTag("ScriptManager").transform.FindChild("Weapons").GetComponents <WeaponScript>()[RangedId]; //MeleeId = (int)stream.ReceiveNext(); //EquipedMelee = GameObject.FindGameObjectWithTag("ScriptManager").transform.FindChild("Weapons").GetComponents<WeaponScript>()[MeleeId]; } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { stream.SendNext(justRemath); justRemath = false; } else { if ((bool)stream.ReceiveNext()) { GameObject.Find("EndGame").GetComponent <EndGameScript>().Rematch(); GameObject.Find("ScoreController").GetComponent <ScoreManager>().Rematch(); Frog.LocalPlayerInstance.transform.position = (PhotonNetwork.IsMasterClient) ? player1Spawn.position : player2Spawn.position; } } }
void IPunObservable.OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { if (MultiPlayer.jogador == 2) { stream.SendNext(senhaPass); } } else { if (stream.IsReading) { senha = (int[])stream.ReceiveNext(); } } }
void IPunObservable.OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { stream.SendNext(super); } else { float ls = (float)stream.ReceiveNext(); if (ls != super) { super = ls; OnUIShouldUpdate?.Invoke(); } } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { if (photonView.IsMine) { stream.SendNext(sendKills); } } else if (stream.IsReading) { if (!photonView.IsMine) { receivedKills = (int)stream.ReceiveNext(); } } }
public void OnPhotonSerializeView(Vector3 currentScale, PhotonStream stream, PhotonMessageInfo info) { if (m_Model.SynchronizeEnabled == false) { return; } if (stream.isWriting == true) { stream.SendNext(currentScale); m_NetworkScale = currentScale; } else { m_NetworkScale = (Vector3)stream.ReceiveNext(); } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { if (GetComponent <Player>().isGameMaster) { stream.SendNext(newZoneCreated); } } else { if (!GetComponent <Player>().isGameMaster) { newZoneCreated = (bool)stream.ReceiveNext(); } } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { Debug.Log("On serialize view."); if (stream.isWriting) { if (PhotonNetwork.isMasterClient) { stream.SendNext(isOn); } } else { isOn = (bool)stream.ReceiveNext(); OnValueChanged_Toggle(); } }
public void OnPhotonSerializeView(Quaternion currentRotation, PhotonStream stream, PhotonMessageInfo info) { if (m_Model.SynchronizeEnabled == false) { return; } if (stream.isWriting == true) { stream.SendNext(currentRotation); m_NetworkRotation = currentRotation; } else { m_NetworkRotation = (Quaternion)stream.ReceiveNext(); } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { //this is our character since it's in writing state // stream.SendNext() stream.SendNext(ourWeaponInventory.activeWeaponIndex); } else { //this is a network player because it's in Read, not write //stream.ReceiveNext(); ourWeaponInventory.SwapWeapon((int)stream.ReceiveNext()); } }
private void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { // send data if (stream.isWriting) { Debug.Log("Writing"); stream.SendNext(playerHealth); } // receive data else if (stream.isReading) { Debug.Log("Reading"); playerHealth = (int)stream.ReceiveNext(); updateUI(playerHealth); } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { //stream.SendNext (owner); // stream.SendNext (id); //stream.SendNext (new Serializer().SerializeToString(minions)); stream.SendNext(minionCount); } else { //minions=new Serializer().DeserializeFromString<List<minionData>> ((string)stream.ReceiveNext ()); // id=(string) stream.ReceiveNext(); minionCount = (int)stream.ReceiveNext(); } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { { if (stream.IsWriting) //if i'm local player, i send my info to sync my replicate in others clients... { stream.SendNext((Vector3)transform.position); } else //else if i'm a replicated of the local player, i set the data to te actuale replicated { currentTime = 0.0; positionAtLastPacket = transform.position; //last position received previously realPosition = (Vector3)stream.ReceiveNext(); //actual position from data pack lastPacketTime = currentPacketTime; currentPacketTime = info.timestamp; } } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { // We own this player: send the others our data stream.SendNext(_curAngle); // 총알 방향 UI } else { // Network player, receive data _curAngle = (float)stream.ReceiveNext(); _range.rotation = Quaternion.AngleAxis(_curAngle, Vector3.forward); } }
// sync the activation status of all children public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { foreach (GameObject go in instances) { stream.SendNext(go.activeInHierarchy); } } else { foreach (GameObject go in instances) { go.SetActive((bool)stream.ReceiveNext()); } } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { Debug.Log("wysylam wiad"); // We own this player: send the others our data stream.SendNext(visible); //Debug.Log("dupa"); } else { // Network player, receive data Debug.Log("odbieram wiad"); gob.SetActive((bool)stream.ReceiveNext()); } }
} // 게임 오버 상태 //주기적으로 자동실행되는 동기화 메서드 public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { //로컬 오브젝트라면 쓰기 부분이 실행됨 if (stream.IsWriting) { //네트워크를 통해 score 값 보내기 stream.SendNext(score); } else { //리모트 오브젝트라면 읽기 부분이 실행됨 //네트워크를 통해 score값 받기 score = (int)stream.ReceiveNext(); //동기화 하여 받은점수를 UI로 표시 UIManager.instance.UpdateScoreText(score); } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { //送信処理 stream.SendNext(_pos); } else { //受信処理 Vector2 pos = (Vector2)stream.ReceiveNext(); if (pos != _pos) { _pos = pos; } } }
/// <summary> /// serialization method of photon public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { m_PositionControl.OnPhotonSerializeView(transform.localPosition, stream, info); m_RotationControl.OnPhotonSerializeView(transform.localRotation, stream, info); m_ScaleControl.OnPhotonSerializeView(transform.localScale, stream, info); if (isMine == false && m_PositionModel.DrawErrorGizmo == true) { DoDrawEstimatedPositionError(); } if (stream.isWriting) { //We own this player: send the others our data stream.SendNext(gameObject.name); stream.SendNext(HeatTarget.position); stream.SendNext(HeatTarget.rotation); stream.SendNext((int)Controller.State); stream.SendNext(Controller.isGrounded); stream.SendNext(GManager.GetCurrentWeapon().GunID); stream.SendNext(Settings.m_Team.ToString()); stream.SendNext(WeaponState); stream.SendNext(Controller.Velocity); } else { //Network player, receive data RemotePlayerName = (string)stream.ReceiveNext(); HeadPos = (Vector3)stream.ReceiveNext(); HeadRot = (Quaternion)stream.ReceiveNext(); m_state = (int)stream.ReceiveNext(); m_grounded = (bool)stream.ReceiveNext(); CurNetGun = (int)stream.ReceiveNext(); RemoteTeam = (string)stream.ReceiveNext(); UpperState = (string)stream.ReceiveNext(); velocity = (Vector3)stream.ReceiveNext(); m_ReceivedNetworkUpdate = true; } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { // 自クライアント所有のオブジェクトの状態変更を送信 string myName = this.gameObject.name; stream.SendNext(myName); } else { // 他クライアント所有のオブジェクトの状態変更を受信 string otherName = (string)stream.ReceiveNext(); // 名前の変更を反映する this.gameObject.name = otherName; transform.Find("NameUI").gameObject.GetComponent <TextMesh>().text = otherName; } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { stream.SendNext(transform.localRotation); stream.SendNext(PlayerMovementModel.AimPoint); stream.SendNext(Animator.GetFloat(SpeedHash)); stream.SendNext(RightShoulderIK.localPosition); stream.SendNext(RightShoulderIK.localRotation); } else { ReceiveLocalRotation(stream); NetworkAimPos = (Vector3)stream.ReceiveNext(); ReceiveAnimationStates(stream); ReceiveShouldState(stream); } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { stream.SendNext((int)GameManager.CurrentGameSate); } else { if (!photonView.IsMine) { GameManager.GameState newState = (GameManager.GameState)stream.ReceiveNext(); if (playerState != newState) { SetPlayerState(newState); } } } }
public virtual void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { stream.SendNext(m_Control.BehaviourModeKey); } else // !stream.isWriting { m_Control.BehaviourModeKey = (string)stream.ReceiveNext(); /*m_SyncEndPosition = (Vector3)stream.ReceiveNext(); * m_SyncStartPosition = transform.position;*/ m_SyncTime = 0f; m_SyncDelay = Time.time - m_LastSynchronizationTime; m_LastSynchronizationTime = Time.time; } }
public virtual void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { PrepareToSerialize(); serializedString = stringToSend; stringToSend = ""; stream.SendNext(serializedString); } else { stringReceived = (string)stream.ReceiveNext(); ReadString(); } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { //Debug.Log(gameObject.transform.position); //send data to the other player //stream.SendNext(rb.position - chessBoard.transform.position); stream.SendNext(gameObject.transform.position - chessBoard.transform.position); } else { //called on my object in the remote player's game networkedPosition = (Vector3)stream.ReceiveNext() + chessBoard.transform.position; } //distance = Vector3.Distance(rb.position, networkedPosition); distance = Vector3.Distance(gameObject.transform.position, networkedPosition); }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { // We own this player: send the others our data //stream.SendNext(transform.position); //stream.SendNext(transform.rotation); stream.SendNext(info); } else { // Network player, receive data //this.correctPlayerPos = (Vector3)stream.ReceiveNext(); //this.correctPlayerRot = (Quaternion)stream.ReceiveNext(); this.info = (ChunkInfo)stream.ReceiveNext(); } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { stream.SendNext(GetComponent <Rigidbody2D> ().transform.position); } else { syncEndPosition = (Vector3)stream.ReceiveNext(); syncStartPosition = GetComponent <Rigidbody2D>().transform.position; syncTime = 0f; syncDelay = Time.time - lastSynchronizationTime; lastSynchronizationTime = Time.time; //GetComponentInChildren<Rigidbody2D>().transform.position = (Vector3)stream.ReceiveNext(); } }
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (index == 1) { if (stream.isWriting) { // 我们是本地玩家,则把数据发送给远程玩家 // stream.SendNext(this.IsFiring); stream.SendNext(this.Health); } else { //网络玩家则接收数据 // this.IsFiring = (bool)stream.ReceiveNext(); this.Health = (float)stream.ReceiveNext(); } } }