void Update() { if (Input.GetKeyDown(KeyCode.K)) { switch (mode) { case (Mode.none): break; case (Mode.server): { Vector3 pos = Vector3.left * 3f + Vector3.forward * 2f * count; CEventSystem.Broadcast(ServerEventChannel.channel, ServerEventChannel.subchannel, new SpawnBox(pos)); count++; break; } case (Mode.client): { Vector3 pos = Vector3.right * 3f + Vector3.forward * 2f * count; CEventSystem.Broadcast(ServerEventChannel.channel, ServerEventChannel.subchannel, new SpawnBox(pos)); count++; break; } } } if (Input.GetKeyDown(KeyCode.J)) { GameObject local = GameObject.CreatePrimitive(PrimitiveType.Sphere); local.name = "local"; local.transform.position = Random.insideUnitSphere * 5f; local.AddNetComponent <TestGUIDObjectLocal>(); } }
/// <summary> /// Process a network event broadcast, and push it into the event system /// </summary> /// <param name="netEvent"></param> private static void ProcessNetworkEventBroadcast(NetworkEventBroadcast netEvent) { Enum channel = netEvent.channel, subchannel = netEvent.subchannel; NetworkedCEvent e = netEvent.e; e.sendToServer = false; CEventSystem.Broadcast(channel, subchannel, e); }
public void Fire(WeaponFireEvent fireEvent) { RaycastHit hit; if (Physics.Raycast(fireEvent.ray, out hit, Mathf.Infinity, layerMask)) { CEventSystem.Broadcast(Ship.ShipChannel.shipChannel, Ship.ShipChannel.shipSubchannel, new Ship.TargetEvent(hit.point)); } }
private void Start() { gameObject.AddComponent <NetworkServer>(); NetworkClient.Create(gameObject, IP); gameObject.AddComponent <ServerDebugListener>(); CEventSystem.Broadcast(ServerEventChannel.channel, ServerEventChannel.subchannel, new ServerDebugListener.ServerDebugEvent("This is a server debug event")); CEventSystem.Broadcast(ServerEventChannel.channel, ServerEventChannel.subchannel, new ServerDebugListener.ClientDebugEvent("This is a client debug event")); }
void Update() { //if (Input.GetKeyDown(KeyCode.Escape)) //{ // SceneManager.LoadScene(SceneManager.GetActiveScene().name); //} Vector2 input = Vector2.zero; if (Input.GetKey(KeyCode.W)) { input.y += 1f; } if (Input.GetKey(KeyCode.S)) { input.y -= 1f; } if (Input.GetKey(KeyCode.A)) { input.x -= 1f; } if (Input.GetKey(KeyCode.D)) { input.x += 1f; } if (input.sqrMagnitude > 1f) { input = input.normalized; } //Sets the target input for the movement controller that receive this event. CEventSystem.Broadcast(EventChannel.input, playerNumber, new SetTargetInputEvent(input)); //Adds an inpulse event to the movement controller that receives this event. if (Input.GetKeyDown(KeyCode.Space)) { CEventSystem.Broadcast(EventChannel.input, playerNumber, new InpulseEvent(Vector3.up * 10f)); } Vector2 viewInput = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")); CEventSystem.Broadcast(EventChannel.input, playerNumber, new LookInputEvent(viewInput)); if (Input.GetKeyDown(KeyCode.LeftShift)) { CEventSystem.Broadcast(EventChannel.input, playerNumber, new CrouchToggleEvent()); } }
private void PrivateInit(int owner) { init = false; this.owner = owner; isOwner = owner == NetworkClient.ClientNumber; if (owner == NetworkClient.ClientNumber) { NetBehaviourTracker.AddNetBehaviour(this); var spawn = GetSpawn(); if (spawn != null) { CEventSystem.Broadcast(NetBehaviourSpawner.Channel.channel, NetBehaviourSpawner.Channel.subchannel, spawn); } } }
protected override void Init() { CEventSystem.Broadcast(ServerEventChannel.channel, ServerEventChannel.subchannel, new SpawnRemoveEvent(GUID, transform.position)); this.num = guid.id; posLastFrame = transform.position; }