private void RequestInput(float VInput , float HInput) { C2Request request = new C2Request(C2MessageType.Request_Input); request.putData("VInput",VInput); request.putData("HInput",HInput); this.SendRequest(request); }
void RequestSpawnItem(Vector3 spawnPos , string item) { C2Request request= new C2Request("Spawn" + item); request.putData("x",spawnPos.x); request.putData("y",spawnPos.y); request.putData("z",spawnPos.z); this.SendRequest(request); }
public void SendClientAction(float VInput, float HInput , NetworkPlayer player) { C2Request request = new C2Request(C2MessageType.Request_ClientAction); request.putData("VInput", VInput); request.putData("HInput", HInput); request.putData("NetworkPlayer" , player); this.HandleRequest(request); }
private void RequestMovement(float VInput, float HInput) { float liftForce = VInput * Time.deltaTime * upForce; float rotation = HInput * Time.deltaTime; C2Request request = new C2Request(C2MessageType.Request_Movement); request.putData("VForce", liftForce); request.putData("Rotation", rotation); this.SendRequest(request); }
void OnGUI() { if (Network.peerType == NetworkPeerType.Disconnected){ //We are currently disconnected: Not a client or host GUILayout.Label("Connection status: Disconnected"); connectToIP = GUILayout.TextField(connectToIP, GUILayout.MinWidth(100)); connectPort = int.Parse(GUILayout.TextField(connectPort.ToString())); GUILayout.BeginVertical(); if (GUILayout.Button ("Connect To Server")) { C2Request request = new C2Request(C2MessageType.Request_ConnectToServer); request.putData("IP" , connectToIP); request.putData("Port" , connectPort); this.SendRequest(request); } GUILayout.EndVertical(); }else{ //We've got a connection(s)! if (Network.peerType == NetworkPeerType.Connecting){ GUILayout.Label("Connection status: Connecting"); } else if (Network.peerType == NetworkPeerType.Client){ GUILayout.Label("Connection status: Client!"); GUILayout.Label("Ping to server: "+Network.GetAveragePing( Network.connections[0] ) ); } if (GUILayout.Button ("Disconnect")) { C2Request request = new C2Request(C2MessageType.Request_DisconnectFromServer); this.SendRequest(request); } } /*if (gameState == LunarLanderGameState.lost) { GUILayout.Label("You Lost!"); if (GUILayout.Button("Try again")) { Application.LoadLevel(Application.loadedLevel); } }*/ //We display the game GUI from the playerscript //It would be nicer to have a seperate script dedicated to the GUI though... }
private void RequestUpdatePlayer(NetworkPlayer player) { C2Request request; request = new C2Request(C2MessageType.Request_UpdateAlive); request.putData("NetworkPlayer" , player); this.SendRequest(request); }
private void RequestUpdatePlayer(NetworkPlayer player , string item) { C2Request request; switch (item){ case "Coin": request = new C2Request(C2MessageType.Request_UpdateCoin); request.putData("NetworkPlayer" , player); this.SendRequest(request); break; case "EnergyBlock": request = new C2Request(C2MessageType.Request_UpdateEnergy); request.putData("NetworkPlayer" , player); this.SendRequest(request); break; case "Accelerator": request = new C2Request(C2MessageType.Request_UpdateSpeed); request.putData("NetworkPlayer" , player); this.SendRequest(request); break; case "Shield": request = new C2Request(C2MessageType.Request_UpdateShield); request.putData("NetworkPlayer" , player); this.SendRequest(request); break; default: break; } }
public void RequestPlayerStatus(NetworkPlayer player) { //request for lasted data C2Request request = new C2Request(C2MessageType.Request_PlayerStatus); request.putData("NetworkPlayer" , player); this.HandleRequest(request); }