/// <summary> /// Sends the message to update the progress bar with the specified id /// </summary> /// <param name="recipient"></param> /// <param name="spriteIndex"></param> /// <param name="progressBarID"></param> /// <returns></returns> public static ProgressBarMessage SendUpdate(GameObject recipient, int spriteIndex, int progressBarID) { ProgressBarMessage msg = new ProgressBarMessage { Recipient = recipient.GetComponent <NetworkIdentity>().netId, SpriteIndex = spriteIndex, ProgressBarID = progressBarID }; msg.SendTo(recipient); return(msg); }
public static ProgressBarMessage Send(GameObject recipient, int spriteIndex, Vector3 pos) { ProgressBarMessage msg = new ProgressBarMessage { Recipient = recipient.GetComponent <NetworkIdentity>().netId, SpriteIndex = spriteIndex, Position = pos }; msg.SendTo(recipient); return(msg); }
/// <summary> /// Sends the message to create the progress bar client side /// </summary> /// <param name="recipient"></param> /// <param name="spriteIndex"></param> /// <param name="offsetFromPlayer">offset from player performing the progress action</param> /// <param name="progressBarID"></param> /// <returns></returns> public static ProgressBarMessage SendCreate(GameObject recipient, int spriteIndex, Vector2Int offsetFromPlayer, int progressBarID) { ProgressBarMessage msg = new ProgressBarMessage { Recipient = recipient.GetComponent <NetworkIdentity>().netId, SpriteIndex = spriteIndex, OffsetFromPlayer = offsetFromPlayer, ProgressBarID = progressBarID }; msg.SendTo(recipient); return(msg); }