public NetworkManager(Player playerCharacter)
        {
            Players         = new List <Player>();
            ServerAbilities = new List <AbilityOutline>();

            classType = playerCharacter.Type;
        }
        public void SendClassChange(Player.ClassType type)
        {
            var outmsg = client.CreateMessage();

            outmsg.Write((byte)PacketType.ClassChange);
            outmsg.Write(Username);
            outmsg.Write((byte)type);
            client.SendMessage(outmsg, NetDeliveryMethod.ReliableOrdered);
        }
        private void ReceiveClassChange(NetIncomingMessage inc)
        {
            string name = inc.ReadString();

            Player.ClassType type = (Player.ClassType)inc.ReadByte();
            var player            = Players.FirstOrDefault(p => p.Username == name);

            if (player == null)
            {
                return;
            }
            player.Type = type;
        }
Example #4
0
        private void DrawAbility(SpriteBatch spriteBatch, AbilityOutline ability, Player.ClassType playerType)
        {
            Rectangle source = new Rectangle(ability.Animation.XRecPos, ability.Animation.YRecPos, ability.Animation.Width, ability.Animation.Height);

            switch (playerType)
            {
            case Player.ClassType.Wizard:
                if (ability.Type == AbilityOutline.AbilityType.Projectile)
                {
                    spriteBatch.Draw(AssetManager.WizardWandProjectile, new Vector2(ability.XPosition, ability.YPosition), source, Color.White, (float)ability.Direction,
                                     Vector2.Zero, Game1.SCALE, SpriteEffects.None, 1.0f);
                    spriteBatch.DrawString(AssetManager.CooldownFont, $"{ability.Username} - {ability.ID}", new Vector2(ability.XPosition, ability.YPosition + 5), Color.White);
                }
                else if (ability.Type == AbilityOutline.AbilityType.AbilityOne)
                {
                    spriteBatch.Draw(AssetManager.WizardIceBlock, new Vector2(ability.XPosition, ability.YPosition), source, Color.White, 0.0f,
                                     Vector2.Zero, Game1.SCALE, SpriteEffects.None, 1.0f);
                }
                else if (ability.Type == AbilityOutline.AbilityType.AbilityTwo)
                {
                    spriteBatch.Draw(AssetManager.WizardSpriteSheet, new Vector2(ability.XPosition, ability.YPosition), source, Color.White, 0.0f,
                                     Vector2.Zero, Game1.SCALE, SpriteEffects.None, 1.0f);
                }
                break;

            case Player.ClassType.Ogre:
                if (ability.Type == AbilityOutline.AbilityType.AbilityOne)
                {
                    spriteBatch.Draw(AssetManager.groundSmashCrackle, new Vector2(ability.XPosition, ability.YPosition), source, Color.White, 0.0f,
                                     Vector2.Zero, Game1.SCALE, SpriteEffects.None, 1.0f);
                }
                else if (ability.Type == AbilityOutline.AbilityType.AbilityTwo)
                {
                }
                break;

            case Player.ClassType.Huntress:
                if (ability.Type == AbilityOutline.AbilityType.Projectile)
                {
                    spriteBatch.Draw(AssetManager.HuntressArrow, new Vector2(ability.XPosition, ability.YPosition), source, Color.White, (float)ability.Direction,
                                     Vector2.Zero, Game1.SCALE, SpriteEffects.None, 1.0f);
                }
                if (ability.Type == AbilityOutline.AbilityType.AbilityOne)
                {
                    spriteBatch.Draw(AssetManager.HuntressBoar, new Vector2(ability.XPosition, ability.YPosition), source, Color.White, 0.0f,
                                     Vector2.Zero, Game1.SCALE, SpriteEffects.None, 1.0f);
                }
                else if (ability.Type == AbilityOutline.AbilityType.AbilityTwo)
                {
                    spriteBatch.Draw(AssetManager.HuntressBearTrap, new Vector2(ability.XPosition, ability.YPosition), source, Color.White, 0.0f,
                                     Vector2.Zero, Game1.SCALE, SpriteEffects.None, 1.0f);
                }
                break;

            case Player.ClassType.TimeTraveler:
                if (ability.Type == AbilityOutline.AbilityType.Projectile)
                {
                    spriteBatch.Draw(AssetManager.WizardWandProjectile, new Vector2(ability.XPosition, ability.YPosition), source, Color.White, (float)ability.Direction,
                                     Vector2.Zero, Game1.SCALE, SpriteEffects.None, 1.0f);
                }
                if (ability.Type == AbilityOutline.AbilityType.AbilityOne)
                {
                }
                else if (ability.Type == AbilityOutline.AbilityType.AbilityTwo)
                {
                    spriteBatch.Draw(AssetManager.TimeTravelerTimeZone, new Vector2(ability.XPosition, ability.YPosition), source, Color.White, 0.0f,
                                     Vector2.Zero, Game1.SCALE, SpriteEffects.None, 1.0f);
                }
                break;

            case Player.ClassType.Assassin:
                if (ability.Type == AbilityOutline.AbilityType.AbilityOne)
                {
                }
                else if (ability.Type == AbilityOutline.AbilityType.AbilityTwo)
                {
                }
                break;

            case Player.ClassType.Knight:
                if (ability.Type == AbilityOutline.AbilityType.AbilityOne)
                {
                }
                else if (ability.Type == AbilityOutline.AbilityType.AbilityTwo)
                {
                }
                break;
            }
        }