Ejemplo n.º 1
0
 public void ReceivePlayerInfos(int[] playerIds, string[] playerNames, int[] playerLevels, int[] equipedWeaponTypeIds, float[] playerPositions)
 {
     if (IsConnected)
     {
         Vector3[] positions = new Vector3[playerIds.Length];
         for (int i = 0; i < playerIds.Length; i++)
         {
             float[] pos = new float[] { playerPositions[i * 3], playerPositions[i * 3 + 1], playerPositions[i * 3 + 2] };
             positions[i] = UnityTools.ArrayToVector3(pos);
         }
         ClientReceiveEvent clientReceiveEvent = new ClientReceiveEvent();
         clientReceiveEvent.SetData(new object[] { ClientReceiveEvent.Type_ReceivePlayerInfos, playerIds, playerNames, playerLevels, equipedWeaponTypeIds, positions });
         EventManager.Instance.PublishEvent(clientReceiveEvent);
     }
 }
Ejemplo n.º 2
0
 public void ReceiveMovement(int playerId, float[] target)
 {
     if (IsConnected)
     {
         ClientReceiveEvent clientReceiveEvent = new ClientReceiveEvent();
         clientReceiveEvent.SetData(new object[] { ClientReceiveEvent.Type_ReceiveMovement, playerId, UnityTools.ArrayToVector3(target) });
         EventManager.Instance.PublishEvent(clientReceiveEvent);
     }
 }
Ejemplo n.º 3
0
 public void AddPlayer(int playerId, string playerName, int playerLevel, int equipedWeaponTypeId, float[] position)
 {
     if (IsConnected)
     {
         ClientReceiveEvent clientReceiveEvent = new ClientReceiveEvent();
         clientReceiveEvent.SetData(new object[] { ClientReceiveEvent.Type_AddPlayer, playerId, playerName, playerLevel, equipedWeaponTypeId, UnityTools.ArrayToVector3(position) });
         EventManager.Instance.PublishEvent(clientReceiveEvent);
     }
 }