/// <summary> /// Syncs all players after LateUpdate /// </summary> /// <param name="tiles">map to sync</param> public void SyncAllPlayers(Tile[][] tiles) { WorldUpdatePacket packet = new WorldUpdatePacket(tiles); NetDataWriter msg = new NetDataWriter(); packet.Encode(msg); server.SendToAll(msg, DeliveryMethod.ReliableOrdered); }
/// <summary> /// Sends the map to the specified Player /// </summary> /// <param name="netConnection">Player</param> /// <param name="tiles">map</param> public void SendMapToPlayer(NetPeer netConnection, Tile[][] tiles) { WorldUpdatePacket packet = new WorldUpdatePacket(tiles); NetDataWriter msg = new NetDataWriter(); packet.Encode(msg); SendMessageToConnection(netConnection, msg); }
public void WorldUpdate(WorldUpdatePacket packet) { for (int i = 0; i < packet.players.Count; ++i) { players[i].SetHitbox((int)packet.players[i][0], (int)packet.players[i][1], players[i].GetHitbox().Width, players[i].GetHitbox().Height); players[i].SetFrame((Player.AnimFrame)packet.players[i][2]); //players[i].SetAnimCounter((int)packet.players[i][3]); //players[i].SetDamageCounter((int)packet.players[i][4]); } }
public void WorldUpdate(WorldUpdatePacket packet) { game.WorldUpdate(packet); }
public void WorldUpdate(WorldUpdatePacket packet) { MainWindow.WorldUpdate(packet); }