public static void SendEntityUpdate(string _guid, Vector3 _position) { r_ByteBuffer _buffer = new r_ByteBuffer(); _buffer.WriteInteger((int)ClientPackets.UpdateEntity); _buffer.WriteString(_guid); _buffer.WriteFloat(_position.x); _buffer.WriteFloat(_position.y); _buffer.WriteFloat(_position.z); r_Client.SendData(_buffer.ToArray()); _buffer.Dispose(); }
public static void SendAnimatorValue(string _paramaterName, float _value) { r_ByteBuffer _buffer = new r_ByteBuffer(); _buffer.WriteInteger((int)ClientPackets.UpdatePlayerAnimator); _buffer.WriteInteger((int)AnimatorValueType.Float); _buffer.WriteString(_paramaterName); _buffer.WriteFloat(_value); UnityEngine.Debug.Log($"[SENDING][FLOAT] ({_value}) to server"); r_Client.SendData(_buffer.ToArray()); _buffer.Dispose(); }
public static void HandlePlayerAnimatorUpdate(int _index, string _paramaterName, float _value) { r_ByteBuffer _buffer = new r_ByteBuffer(); _buffer.WriteInteger((int)ServerPackets.UpdatePlayerAnimator); _buffer.WriteInteger(_index); //send to clients _buffer.WriteInteger((int)AnimatorValueType.Float); _buffer.WriteString(_paramaterName); _buffer.WriteFloat(_value); r_ClientManager.SendDataToAll(_buffer.ToArray()); _buffer.Dispose(); }
public static void SendPlayerUpdate(float _pX, float _pY, float _pZ, float _rX, float _rY, float _rZ, float _rW) { r_ByteBuffer _buffer = new r_ByteBuffer(); _buffer.WriteInteger((int)ClientPackets.UpdatePlayer); _buffer.WriteFloat(_pX); _buffer.WriteFloat(_pY); _buffer.WriteFloat(_pZ); _buffer.WriteFloat(_rX); _buffer.WriteFloat(_rY); _buffer.WriteFloat(_rZ); _buffer.WriteFloat(_rW); r_Client.SendData(_buffer.ToArray()); _buffer.Dispose(); }
/// <summary> /// Handles the player's position and rotation update /// </summary> public static void HandlePlayerUpdate(int _index, r_Vector3 _position, r_Quaternion _rotation) { r_ByteBuffer _buffer = new r_ByteBuffer(); _buffer.WriteInteger((int)ServerPackets.UpdatePlayer); _buffer.WriteInteger(_index); _buffer.WriteFloat(_position.x); _buffer.WriteFloat(_position.y); _buffer.WriteFloat(_position.z); _buffer.WriteFloat(_rotation.x); _buffer.WriteFloat(_rotation.y); _buffer.WriteFloat(_rotation.z); _buffer.WriteFloat(_rotation.w); r_ClientManager.SendDataToAll(_buffer.ToArray()); _buffer.Dispose(); }
public static void SendWorldObjectUpdateToClient(string _guid, r_Vector3 _position, r_Quaternion _rotation, EntityType _entityType) { r_ByteBuffer _ByteBuffer = new r_ByteBuffer(); _ByteBuffer.WriteInteger((int)ServerPackets.UpdateEntity); _ByteBuffer.WriteString(_guid); _ByteBuffer.WriteFloat(_position.x); _ByteBuffer.WriteFloat(_position.y); _ByteBuffer.WriteFloat(_position.z); _ByteBuffer.WriteFloat(_rotation.x); _ByteBuffer.WriteFloat(_rotation.y); _ByteBuffer.WriteFloat(_rotation.z); _ByteBuffer.WriteFloat(_rotation.w); _ByteBuffer.WriteInteger((int)_entityType); r_ClientManager.SendDataToAll(_ByteBuffer.ToArray()); _ByteBuffer.Dispose(); }
public static void SendWorldObjectsToClient(int _connectionID, string _prefab, string _guid, r_Vector3 _position, r_Quaternion _rotation, EntityType _entityType) { r_ByteBuffer _ByteBuffer = new r_ByteBuffer(); _ByteBuffer.WriteInteger((int)ServerPackets.InstantiateWorldObjects); _ByteBuffer.WriteString(_prefab); _ByteBuffer.WriteString(_guid); _ByteBuffer.WriteFloat(_position.x); _ByteBuffer.WriteFloat(_position.y); _ByteBuffer.WriteFloat(_position.z); _ByteBuffer.WriteFloat(_rotation.x); _ByteBuffer.WriteFloat(_rotation.y); _ByteBuffer.WriteFloat(_rotation.z); _ByteBuffer.WriteFloat(_rotation.w); _ByteBuffer.WriteInteger((int)_entityType); r_ClientManager.SendDataTo(_connectionID, _ByteBuffer.ToArray()); _ByteBuffer.Dispose(); }