public static HealthBloodMessage SendToAll(GameObject entityToUpdate, int heartRate, float bloodLevel, float oxygenDamage, float toxinLevel) { HealthBloodMessage msg = new HealthBloodMessage { EntityToUpdate = entityToUpdate.GetComponent <NetworkIdentity>().netId, HeartRate = heartRate, BloodLevel = bloodLevel, OxygenDamage = oxygenDamage, ToxinLevel = toxinLevel }; msg.SendToAll(); return(msg); }
public static HealthBloodMessage Send(GameObject recipient, GameObject entityToUpdate, int heartRate, int bloodLevel, int oxygenLevel, int toxinLevel) { HealthBloodMessage msg = new HealthBloodMessage { EntityToUpdate = entityToUpdate.GetComponent <NetworkIdentity>().netId, HeartRate = heartRate, BloodLevel = bloodLevel, OxygenLevel = oxygenLevel, ToxinLevel = toxinLevel }; msg.SendTo(recipient); return(msg); }
void SendBloodUpdate(GameObject requestor) { HealthBloodMessage.Send(requestor, gameObject, heartRateCache, bloodLevelCache, oxygenLevelCache, toxinLevelCache); }
void SendBloodUpdate() { HealthBloodMessage.SendToAll(gameObject, heartRateCache, bloodLevelCache, oxygenLevelCache, toxinLevelCache); }
private void SyncBloodHealth(HealthBloodMessage OldBloodHealth, HealthBloodMessage newBloodHealth) { bloodHealth = newBloodHealth; }
public void SetBloodHealth(HealthBloodMessage newBloodHealth) { bloodHealth = newBloodHealth; }