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; } }
private void __onMove(NetworkMessage netMsg) { Message.Move m = netMsg.ReadMessage <Message.Move>(); GameManager.Instance.RemovePlayer(m.playerId); }
private void __onMove(UnityEngine.Networking.NetworkMessage netMsg) { Message.Move move = netMsg.ReadMessage <Message.Move>(); GetPlayerObj(move.playerId).transform.Translate(move.direction * move.speed); }
private void __onMove(NetworkMessage netMsg) { Message.Move m = netMsg.ReadMessage <Message.Move>(); NetworkServer.SendToAll(MessageType.Move, m); }