public static void SendRPC(string rpcName, int eventIndex, UnityEngine.RPCMode target, Distance::IBitSerializable data)
 {
     SendRPC(rpcName, eventIndex, target, data, View);
 }
 public static void SendRPC(string rpcName, int eventIndex, UnityEngine.RPCMode target, Distance::IBitSerializable data, NetworkView view)
 {
     bitStreamWriter.Clear();
     bitStreamWriter.Serialize(ref eventIndex);
     if (data != null)
     {
         data.Serialize(bitStreamWriter);
     }
     view.RPC(rpcName, target, new object[] { bitStreamWriter.ToBytes() });
 }
Exemple #3
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 public override void Fire(UnityEngine.RPCMode target, Distance::IBitSerializable data)
 {
     DistanceServerMain.SendRPC("ReceiveServerToClientEvent", DistanceServerMain.ServerToClientEvents.IndexOf(this), target, data);
 }
Exemple #4
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 public virtual void Fire(UnityEngine.RPCMode target, Distance::IBitSerializable data)
 {
     Log.WriteLine("Fired RPC to unimplemented NetworkEvent");
 }
 public override void Fire(UnityEngine.RPCMode target, Distance::IBitSerializable data)
 {
     DistanceServerMain.SendRPC("ReceiveSerializeEvent", eventIndex, target, null, networkView);
 }
 public override void Fire(UnityEngine.NetworkPlayer target, Distance::IBitSerializable data)
 {
     DistanceServerMain.SendRPC("ReceiveBroadcastAllEvent", DistanceServerMain.ClientToClientEvents.IndexOf(this), target, data);
 }