Ejemplo n.º 1
0
        private void sendPlayersUpdateClient()
        {
            if (!gameref.network.isClient())
            {
                return;
            }
            List <Being> localList = new List <Being>();

            foreach (Being player in gameref.players.Values)
            {
                if (player.isLocal)
                {
                    localList.Add(player);
                }
            }

            NetOutgoingMessage msg = client.CreateMessage();

            msg.Write((int)MessageType.PlayersUpdateClient);
            msg.Write((int)localList.Count);
            foreach (Being player in localList)
            {
                BeingNetworkState.writeState(msg, player);
            }
            client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
        }
Ejemplo n.º 2
0
        private void sendEnemiesUpdate()
        {
            NetOutgoingMessage stateUpdate = server.CreateMessage();

            stateUpdate.Write((int)MessageType.EnemiesUpdate);
            stateUpdate.Write((int)gameref.spawnManager.enemies.Count);
            foreach (Enemy enemy in gameref.spawnManager.enemies.Values)
            {
                BeingNetworkState.writeState(stateUpdate, enemy);
            }
            serverSendToAllUnordered(stateUpdate);
        }
Ejemplo n.º 3
0
        public void sendPlayersUpdateServer()
        {
            NetOutgoingMessage stateUpdate = server.CreateMessage();

            stateUpdate.Write((int)MessageType.PlayersUpdate);
            stateUpdate.Write((int)gameref.players.Count);
            foreach (Being player in gameref.players.Values)
            {
                BeingNetworkState.writeState(stateUpdate, player);
            }
            serverSendToAllUnordered(stateUpdate);
        }