public WriteTime ( bool highPrecision ) : void | ||
highPrecision | bool | |
return | void |
private void WritePlayerState(NetBuffer buffer, Player p) { bool alive = p.IsAlive; buffer.Write(alive); if (alive) { buffer.Write(p.px); buffer.Write(p.py); buffer.Write(p.IsMoving()); buffer.Write((byte)p.direction); buffer.Write(p.GetSpeed()); // powerups int powerupsCount = (int)Powerups.Count; for (int i = 0; i < powerupsCount; ++i) { bool hasPower = p.powerups.HasPowerup(i); buffer.Write(hasPower); if (hasPower) { buffer.Write((byte)p.powerups.GetCount(i)); } } // diseases int diseasesCount = DiseaseList.diseaseArray.Length; for (int i = 0; i < diseasesCount; ++i) { bool infected = p.diseases.IsInfected(i); buffer.Write(infected); if (infected) { buffer.WriteTime(NetTime.Now + p.diseases.GetInfectedRemains(i), false); } } } Bomb[] bombs = p.bombs.array; for (int i = 0; i < bombs.Length; ++i) { WriteBombState(buffer, bombs[i]); } }
private void WriteBombState(NetBuffer msg, Bomb b) { msg.Write(b.isActive); if (b.isActive) { msg.WriteTime(NetTime.Now + b.timeRemains, false); msg.Write(b.px); msg.Write(b.py); msg.Write((byte)b.direction); msg.Write(b.GetSpeed()); msg.Write(b.IsJelly()); msg.Write(b.IsTrigger()); } }