Ejemplo n.º 1
0
 public void NotifyPlayers()
 {
     //	Logger.LogFormat( "{0} Notified: {1}", Category.Transform, gameObject.name, serverState.WorldPosition );
     SyncMatrix();
     serverState.IsLocalRotation = false;
     TransformStateMessage.SendToAll(gameObject, serverState);
 }
    public void NotifyPlayers()
    {
//		Debug.Log( $"{gameObject.name} Notified" );
        SyncMatrix();
        serverState.IsLocalRotation = false;
        TransformStateMessage.SendToAll(gameObject, serverState);
    }
Ejemplo n.º 3
0
    /// <summary>
    /// Send the TransformStateMessage to a all client.
    /// </summary>
    /// <param name="transformedObject">The object to apply the transformation</param>
    /// <param name="state">The transformation to apply</param>
    /// <param name="forced">
    ///     Used for client simulation, use false if already updated by prediction
    ///     (to avoid updating it twice)
    /// </param>
    /// <returns>The sent message</returns>
    public static TransformStateMessage SendToAll(GameObject transformedObject, TransformState state, bool forced = true)
    {
        var msg = new TransformStateMessage
        {
            TransformedObject = transformedObject != null?transformedObject.GetComponent <NetworkIdentity>().netId : NetId.Invalid,
            State             = state,
            ForceRefresh      = forced
        };

        msg.SendToAll();
        return(msg);
    }
Ejemplo n.º 4
0
 public void NotifyPlayer(GameObject playerGameObject, bool isLocalRotation = false)
 {
     serverState.IsLocalRotation = isLocalRotation;
     TransformStateMessage.Send(playerGameObject, gameObject, serverState);
 }
Ejemplo n.º 5
0
 public void NotifyPlayer(GameObject playerGameObject)
 {
     TransformStateMessage.Send(playerGameObject, gameObject, serverTransformState);
 }
Ejemplo n.º 6
0
 private void NotifyPlayers()
 {
     TransformStateMessage.SendToAll(gameObject, serverTransformState);
 }