void ChangeNetworkScene(GAME_INDEX networkGameIndex) { switch (networkGameIndex) { case GAME_INDEX.ROPE_PULL: { SceneManager.LoadScene(SceneName.NetworkRopeGameSceneName); break; } case GAME_INDEX.BASKET_BALL: { SceneManager.LoadScene(SceneName.NetworkBasketBallSceneName); break; } case GAME_INDEX.ROPE_JUMP: { break; } default: break; } }
public PACKET_REQ_MULTI_ROOM(PACKET_HEADER packetHeader, GAME_INDEX _gameIndex, int _charIndex, int _itemIndex) { header = packetHeader; gameIndex = (int)_gameIndex; charInfo.charIndex = _charIndex; charInfo.item = _itemIndex; }
public void SendRequsetRank(GAME_INDEX currentGameIndex) { PACKET_HEADER headerPacket = MakeHeaderPacket(PACKET_INDEX.REQ_RANK); PACKET_REQ_RANK packet = new PACKET_REQ_RANK { header = headerPacket, gameIndex = (int)currentGameIndex, }; SendToServerPacket(packet); }
public void SendRequestExitRoom(GAME_INDEX roomIndex, bool isRoomEndGame) { PACKET_HEADER headerPacket = MakeHeaderPacket(PACKET_INDEX.REQ_INIT_ROOM); PACKET_REQ_INIT_ROOM packet = new PACKET_REQ_INIT_ROOM { header = headerPacket, gameIndex = (int)roomIndex, isEndGame = isRoomEndGame, }; SendToServerPacket(packet); }
public void SendRequestRoom(GAME_INDEX roomIndex) { if (_sock == null) { Connect(); } PACKET_HEADER headerPacket = MakeHeaderPacket(PACKET_INDEX.REQ_MULTI_ROOM); PACKET_REQ_MULTI_ROOM packet = new PACKET_REQ_MULTI_ROOM ( headerPacket, roomIndex, InventoryManager.Instance.CurrentCharacter.Type, InventoryManager.Instance.CurrentEquipment.Type ); SendToServerPacket(packet); }