Example #1
0
    void Update()
    {
        //Basically same logic as FixedUpdate, but we can scale it by adjusting FrameLength
        AccumilatedTime = AccumilatedTime + Time.deltaTime;

        //in case the FPS is too slow, we may need to update the game multiple times a frame
        while (AccumilatedTime > FrameLength)
        {
            if (Input.GetKey(KeyCode.UpArrow))
            {
                Message.Move move = new Message.Move();
                move.direction = Vector3.forward;
                move.playerId  = myPlayerId;
                move.speed     = moveSpeed;
                Client.Instance.client.Send(MessageType.Move, move);
                //myPlayerObj.transform.Translate(Vector3.forward * 0.5f);
            }
            if (Input.GetKey(KeyCode.DownArrow))
            {
                Message.Move move = new Message.Move();
                move.direction = Vector3.back;
                move.playerId  = myPlayerId;
                move.speed     = moveSpeed;
                Client.Instance.client.Send(MessageType.Move, move);
                //myPlayerObj.transform.Translate(Vector3.back * 0.5f);
            }
            if (Input.GetKey(KeyCode.LeftArrow))
            {
                Message.Move move = new Message.Move();
                move.direction = Vector3.left;
                move.playerId  = myPlayerId;
                move.speed     = moveSpeed;
                Client.Instance.client.Send(MessageType.Move, move);
                //myPlayerObj.transform.Translate(Vector3.left * 0.5f);
            }
            if (Input.GetKey(KeyCode.RightArrow))
            {
                Message.Move move = new Message.Move();
                move.direction = Vector3.right;
                move.playerId  = myPlayerId;
                move.speed     = moveSpeed;
                Client.Instance.client.Send(MessageType.Move, move);
                //myPlayerObj.transform.Translate(Vector3.right * 0.5f);
            }


            AccumilatedTime = AccumilatedTime - FrameLength;
        }
    }
Example #2
0
    private void __onMove(NetworkMessage netMsg)
    {
        Message.Move m = netMsg.ReadMessage <Message.Move>();

        GameManager.Instance.RemovePlayer(m.playerId);
    }
Example #3
0
    private void __onMove(UnityEngine.Networking.NetworkMessage netMsg)
    {
        Message.Move move = netMsg.ReadMessage <Message.Move>();

        GetPlayerObj(move.playerId).transform.Translate(move.direction * move.speed);
    }
Example #4
0
 private void __onMove(NetworkMessage netMsg)
 {
     Message.Move m = netMsg.ReadMessage <Message.Move>();
     NetworkServer.SendToAll(MessageType.Move, m);
 }