Beispiel #1
0
 public void ServerUpdate()
 {
     m_updateTimer += Time.deltaTime;
     if (m_updateTimer > m_updateRate)
     {
         PongNetworkManager.SendToClients(PongMsgType.Snapshot, CreatePongSnapshot(), NetworkConfiguration.ChannelUnreliableSequenced);
         m_updateTimer = 0;
     }
 }
Beispiel #2
0
        private void CreateRandomBall()
        {
            var ballIndex = Random.Range(0, m_ballPrefabs.Count);

            m_gameBall = Instantiate(m_ballPrefabs[ballIndex]);

            if (IsHost)
            {
                //TODO move it some place else
                PongNetworkManager.SendToClients(PongMsgType.ResetBall, new ResetBallMessage()
                {
                    BallIndx = ballIndex
                }, NetworkConfiguration.ChannelReliableSequenced);
            }
        }