Exemple #1
0
    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        GameObject cPlayerActor = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId);

        if (cPlayerActor != null)
        {
            CPlayerAirMotor cAirMotor = cPlayerActor.GetComponent <CPlayerAirMotor>();

            while (_cStream.HasUnreadData)
            {
                ENetworkAction eNetworkAction = (ENetworkAction)_cStream.ReadByte();

                switch (eNetworkAction)
                {
                case ENetworkAction.UpdateStates:
                    cAirMotor.m_usMovementStates = _cStream.ReadUInt();
                    break;

                default:
                    Debug.LogError(string.Format("Unknown network action ({0})", (int)eNetworkAction));
                    break;
                }
            }
        }
    }
Exemple #2
0
    void FixedUpdate()
    {
        if (CNetwork.IsServer)
        {
            CPlayerAirMotor airMotor = GetComponent <CPlayerAirMotor>();
            if (!airMotor.IsActive)
            {
                ProcessMovement();

                m_fRotationY.Set(transform.eulerAngles.y);
            }
        }
    }
Exemple #3
0
    void Update()
    {
        CPlayerAirMotor airMotor = GetComponent <CPlayerAirMotor>();

        if (!airMotor.IsActive)
        {
            // Process grounded check on server and client
            UpdateGrounded();

            // Process input only for client owned actors
            if (CGamePlayers.SelfActor == gameObject)
            {
                UpdateRotation();
                UpdateInput();
            }
        }
    }