// Member Methods // Use this for initialization void Start() { //Sign up to state change event in GroundMotor script m_PlayerMotor = gameObject.GetComponent <CPlayerGroundMotor>(); m_PlayerMotor.EventStatesChange += NotifyMovementStateChange; //Get players animator m_ThirdPersonAnim = GetComponent <Animator>(); //Get collider m_physCollider = GetComponent <CapsuleCollider>(); m_ThirdPersonAnim.SetLayerWeight(1, 0); }
// Member Methods // Use this for initialization void Start () { //Sign up to state change event in GroundMotor script m_PlayerMotor = gameObject.GetComponent<CPlayerGroundMotor>(); m_PlayerMotor.EventStatesChange += NotifyMovementStateChange; //Get players animator m_ThirdPersonAnim = GetComponent<Animator>(); //Get collider m_physCollider = GetComponent<CapsuleCollider>(); m_ThirdPersonAnim.SetLayerWeight(1,0); }
public static void UnserializePlayerState(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream) { GameObject cPlayerActor = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId); if (cPlayerActor != null) { //while (_cStream.HasUnreadData) { // Retrieve player actor motor CPlayerGroundMotor cPlayerActorMotor = cPlayerActor.GetComponent <CPlayerGroundMotor>(); ENetworkAction eNetworkAction = (ENetworkAction)_cStream.ReadByte(); switch (eNetworkAction) { case ENetworkAction.UpdateStates: { cPlayerActorMotor.m_uiMovementStates = _cStream.ReadByte(); if (cPlayerActor != CGamePlayers.SelfActor) { cPlayerActor.transform.eulerAngles = new Vector3(0.0f, _cStream.ReadFloat(), 0.0f); } else { _cStream.ReadFloat(); } cPlayerActorMotor.m_bStates.Set((byte)cPlayerActorMotor.m_uiMovementStates); } break; default: Debug.LogError(string.Format("Unknown network action ({0})", (byte)eNetworkAction)); break; } } } }