Example #1
0
    //캐릭터 움직임(공격, 점프, 스킬 등등) -> Client
    public void CharacterStateSend(int state, int unitIndex)
    {
        UnitStateData   unitStateData   = new UnitStateData((byte)UnitType.Hero, state, (byte)unitIndex);
        UnitStatePacket unitStatePacket = new UnitStatePacket(unitStateData);

        unitStatePacket.SetPacketId((int)P2PPacketId.UnitState);

        for (int index = 0; index < NetworkManager.Instance.UserIndex.Count; index++)
        {
            if (NetworkManager.Instance.MyIndex != index)
            {
                byte[]     msg    = CreateUdpPacket(unitStatePacket, udpId[index]);
                DataPacket packet = new DataPacket(msg, NetworkManager.Instance.UserIndex[index].EndPoint);
                sendMsgs.Enqueue(packet);
            }
        }
    }
Example #2
0
    //몬스터 움직임(공격, 점프, 스킬 등등) -> Client
    public void MonsterStateSend(int state, int unitIndex)
    {
        UnitStateData   unitStateData   = new UnitStateData((byte)UnitType.Monster, state, (byte)unitIndex);
        UnitStatePacket unitStatePacket = new UnitStatePacket(unitStateData);

        unitStatePacket.SetPacketId((int)P2PPacketId.UnitState);

        byte[] msg = CreatePacket(unitStatePacket);

        Debug.Log("몬스터 상태 보냄");

        for (int index = 0; index < networkManager.UserIndex.Count; index++)
        {
            int userIndex = networkManager.UserIndex[index].UserNum;

            if (networkManager.MyIndex != userIndex)
            {
                DataPacket packet = new DataPacket(CreateUdpPacket(unitStatePacket, udpId[userIndex]), networkManager.UserIndex[index].EndPoint);
                sendMsgs.Enqueue(packet);
            }
        }
    }