Example #1
0
        public static FenceHitMessage Deserialize(ref BinaryReader reader)
        {
            FenceHitMessage output = new FenceHitMessage();

            output.fence_id = reader.ReadInt32();
            return(output);
        }
Example #2
0
        public void OnHit()
        {
            AudioManager.PlaySoundEvent(AUDIO_EVENT.FENCE_HIT);
            ParticleSpawner.SpawnParticleEvent(PARTICLE_EVENT.FENCE_HIT, this);

            FenceHitMessage msg = new FenceHitMessage(fence_id);

            InputQueue.AddToQueue(msg);
        }
Example #3
0
        public void SendMessageToClient(DataMessage msg)
        {
            if (server.ConnectionsCount > 0)
            {
                NetworkMessage sm = new NetworkMessage();


                // Temporary
                switch (msg.type)
                {
                case DataMessage_Type.GAME_STATE:
                    GameStateMessage gameStateMsg = msg as GameStateMessage;
                    sm.Set_Data(gameStateMsg);
                    break;

                case DataMessage_Type.PLAYER_UPDATE:
                    PlayerUpdateMessage playerMsg = msg as PlayerUpdateMessage;
                    sm.Set_Data(playerMsg);
                    break;

                case DataMessage_Type.FENCE_HIT:
                    FenceHitMessage fMsg = msg as FenceHitMessage;
                    sm.Set_Data(fMsg);
                    break;

                case DataMessage_Type.MISSLE_MINE:
                    MissileMineMessage MMMsg = msg as MissileMineMessage;
                    sm.Set_Data(msg);
                    break;

                case DataMessage_Type.ROTATION:
                    RotationMessage rMsg = msg as RotationMessage;
                    sm.Set_Data(msg);
                    break;

                case DataMessage_Type.MISSILEUPDATE:
                    MissileUpdateMessage tmsg = msg as MissileUpdateMessage;
                    sm.Set_Data(msg);
                    break;

                case DataMessage_Type.GAME_OVER:
                    GAMEOVERMESSAGE gomsg = msg as GAMEOVERMESSAGE;
                    sm.Set_Data(msg);
                    break;

                default:
                    break;
                }

                NetOutgoingMessage om = server.CreateMessage();

                om.Write(sm.Serialize());
                server.SendMessage(om, server.Connections, NetDeliveryMethod.ReliableOrdered, 4);

                server.FlushSendQueue();
            }
        }
Example #4
0
        public static void RecieveMessage(DataMessage msg)
        {
            if (instance.state == GAME_STATE.LOBBY)
            {
                switch (msg.type)
                {
                case DataMessage_Type.GAME_STATE:
                    instance.ProcessGameStateMessage(msg as GameStateMessage);
                    break;
                }
            }
            else if (instance.state == GAME_STATE.PLAY)
            {
                switch (msg.type)
                {
                case DataMessage_Type.PLAYER_INPUT:
                    PlayerInputMessage pMsg = msg as PlayerInputMessage;
                    instance.ProcessPlayerInputMessage(pMsg);
                    break;

                case DataMessage_Type.PLAYER_UPDATE:
                    PlayerUpdateMessage updateMsg = msg as PlayerUpdateMessage;
                    instance.ProcessPlayerUpdateMessage(updateMsg);
                    break;

                case DataMessage_Type.FENCE_HIT:
                    FenceHitMessage fenceMsg = msg as FenceHitMessage;
                    instance.ProcessFenceHitMessage(fenceMsg);
                    break;

                case DataMessage_Type.MISSLE_MINE:
                    MissileMineMessage MMMsg = msg as MissileMineMessage;
                    instance.ProcessMissileMineMessage(MMMsg);
                    break;

                case DataMessage_Type.ROTATION:
                    RotationMessage rMsg = msg as RotationMessage;
                    instance.ProcessRotationMessage(rMsg);
                    break;

                case DataMessage_Type.MISSILEUPDATE:
                    MissileUpdateMessage MMsg = msg as MissileUpdateMessage;
                    instance.ProcessMissileUpdateMessage(MMsg);
                    break;

                case DataMessage_Type.GAME_OVER:
                    GAMEOVERMESSAGE gomsg = msg as GAMEOVERMESSAGE;
                    instance.ProcessGameOverMessage(gomsg);
                    break;

                default:
                    break;
                }
            }
        }
Example #5
0
        void ProcessFenceHitMessage(FenceHitMessage msg)
        {
            for (int i = gameObjList.Count - 1; i >= 0; i--)
            {
                if (gameObjList[i] is Fence)
                {
                    Fence temp = gameObjList[i] as Fence;

                    if (temp.GetFenceID() == msg.fence_id)
                    {
                        temp.OnHit();
                        break;
                    }
                }
            }
        }
Example #6
0
        public static NetworkMessage Deserialize(byte[] bytes)
        {
            BinaryReader   reader = new BinaryReader(new MemoryStream(bytes));
            NetworkMessage output = new NetworkMessage();

            output.data_type = (DataMessage_Type)reader.ReadInt32();

            switch (output.data_type)
            {
            case DataMessage_Type.GAME_STATE:
                output.data = GameStateMessage.Deserialize(ref reader);
                break;

            case DataMessage_Type.PLAYER_UPDATE:
                output.data = PlayerUpdateMessage.Deserialize(ref reader);
                break;

            case DataMessage_Type.MISSLE_MINE:
                output.data = MissileMineMessage.Deserialize(ref reader);
                break;

            case DataMessage_Type.ROTATION:
                output.data = RotationMessage.Deserialize(ref reader);
                break;

            case DataMessage_Type.FENCE_HIT:
                output.data = FenceHitMessage.Deserialize(ref reader);
                break;

            case DataMessage_Type.MISSILEUPDATE:
                output.data = MissileUpdateMessage.Deserialize(ref reader);
                break;

            case DataMessage_Type.GAME_OVER:
                output.data = GAMEOVERMESSAGE.Deserialize(ref reader);
                break;

            default:
                Debug.Assert(false, "INVALID DATA TYPE");
                break;
            }

            return(output);
        }