public static void EnemyAnimation(byte fromClient, Packet packet)
        {
            //if (!Server.clients[fromClient].player.isHost) return;
            byte toClient = packet.ReadByte();

            if (Server.clients[fromClient].player.activeScene != Server.clients[toClient].player.activeScene)
            {
                return;
            }

            string animation = packet.ReadString();
            int    id        = packet.ReadInt();

            ServerSend.EnemyAnimation(toClient, animation, id);
        }
Beispiel #2
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        private void AnimationEventDelegate(tk2dSpriteAnimator anim, tk2dSpriteAnimationClip clip, int frameNum)
        {
            if (clip.wrapMode == tk2dSpriteAnimationClip.WrapMode.Loop && clip.name != _storedClip ||
                clip.wrapMode == tk2dSpriteAnimationClip.WrapMode.LoopSection && clip.name != _storedClip ||
                clip.wrapMode == tk2dSpriteAnimationClip.WrapMode.Once)
            {
                _storedClip = clip.name;
                tk2dSpriteAnimationFrame frame = clip.GetFrame(frameNum);

                string clipName = frame.eventInfo;
                //ServerSend.EnemyAnimation(clipName);
                foreach (byte player in playerIds)
                {
                    ServerSend.EnemyAnimation(player, clipName, enemyId);
                }
            }
        }