private void envoiChrono(int premierFini) { MyNetworkMessage message = new MyNetworkMessage(); message.message = premierFini; NetworkServer.SendToAll(chronoID, message); }
//public void ConnectClient(string ip) //{ // // クライアント開始 // client = new NetworkClient(); // //Debug.Log("クライアント開始キテルグマ"); // // サーバーに接続 // client.Connect(ipInput.text, 7000); //} public bool SendMessage(MessageInfo message) { var mes = new MyNetworkMessage(); mes.myMessageInfo.fromPlayerID = message.fromPlayerID; mes.myMessageInfo.messageType = message.messageType; if (message.exInfo != null) { mes.myMessageInfo.exInfo = new byte[256]; int size = message.exInfo.Length; Buffer.BlockCopy(message.exInfo, 0, mes.myMessageInfo.exInfo, 0, size); } //client.Send(Msg.MyMessage, mes); // サーバーに届くまでMsg.Textを送り続ける for (int i = 0; ; i++) { if (client == null) { return(false); } if (client.Send(Msg.MyMessage, mes)) { return(true); } // 114514回送っても返事が来ないので死んでどうぞ if (i > 114514) { Application.Quit(); } } }
////lorsqu'un joueur appuie sur valider, on stocke les choix du joueur, met à jour les caractéristique du robot //// et on passe au canvas suivant private void ButtonClicked() { JoueurStatic.Dim = dim.sprite; JoueurStatic.Loco = loco.sprite; JoueurStatic.Equi1 = equi0.sprite; JoueurStatic.Equi2 = equi1.sprite; JoueurStatic.Equi3 = equi2.sprite; MyNetworkMessage conception = new MyNetworkMessage(); conception.message = JoueurStatic.Numero; JoueurStatic.Client.Send(conceptionID, conception); MyImageMessage robot = new MyImageMessage(); robot.loco = loco.sprite.name; robot.dim = dim.sprite.name; robot.equi1 = equi0.sprite.name; robot.equi2 = equi1.sprite.name; robot.equi3 = equi2.sprite.name; robot.num = JoueurStatic.Numero; robot.zone = JoueurStatic.Position; JoueurStatic.Client.Send(idMessage, robot); canvas_choix_cartes.SetActive(false); canvas_pres_robot.SetActive(true); }
void OnMessageBroadcast(string Mess) { MyNetworkMessage messageBr = new MyNetworkMessage(); messageBr.message = "Get someone client : " + Mess; NetworkServer.SendToAll(messageID, messageBr); }
//sends a string to the server public void SendMsg(string message) { MyNetworkMessage messageContainer = new MyNetworkMessage(); messageContainer.message = message; messageContainer.id = myID; myClient.Send(MyMessageTypes.str, messageContainer); }
public void OnStart() { MyNetworkMessage messageEv = new MyNetworkMessage(); messageEv.message = "On Start!"; client.Send(messageID, messageEv); //anim.SetFloat("AnimSpeed", anim.GetFloat("AnimSpeed") + 1); }
public void SendMessageToAll(string message) { MyNetworkMessage messageContainer = new MyNetworkMessage(); messageContainer.message = message; NetworkServer.SendToAll(messageID, messageContainer); }
public void SpeedUp() { //anim.SetFloat("AnimSpeed", anim.GetFloat("AnimSpeed") + 1); MyNetworkMessage messageEv = new MyNetworkMessage(); messageEv.message = "On SpeedUp!"; client.Send(messageID, messageEv); }
public void SendMessage(int clientNumber, string message) { MyNetworkMessage messageContainer = new MyNetworkMessage(); messageContainer.message = message; NetworkServer.SendToClient(clientNumber, messageID, messageContainer); }
private void BoutonRetourClicked() { MyNetworkMessage msg = new MyNetworkMessage(); NetworkServer.SendToAll(retourID, msg); canvas_choix_vainqueur.SetActive(false); canvas_debat.GetComponent <InitDebat>().Retour = true; canvas_debat.SetActive(true); }
private void OnDebatReceived(NetworkMessage netMsg) { MyNetworkMessage msg = new MyNetworkMessage(); NetworkServer.SendToAll(debatclientID, msg); canvas_pres_persos.SetActive(false); canvas_debat.SetActive(true); }
private void ButtonClicked() { int joueurCourant = Initialisation.premierJoueur; MyNetworkMessage msg = new MyNetworkMessage(); msg.message = joueurCourant; NetworkServer.SendToAll(waitID, msg); SceneManager.LoadScene("Scene5"); }
public void SendMessage(string message) { MyNetworkMessage messageContainer = new MyNetworkMessage(); messageContainer.message = message; // Say hi to the server when connected client.Send(messageID, messageContainer); }
void onSpace() { Debug.Log("now in onSpace void!"); MyNetworkMessage messageSpace = new MyNetworkMessage(); messageSpace.message = "On space!"; client.Send(messageID, messageSpace); //GameObject.Find("Cube").transform.RotateAround(Vector3.zero, Vector3.up, 100 * Time.deltaTime); }
// connexion d'un joueur sur un des boutons du client void OnMessageReceived(NetworkMessage message) { int id = message.ReadMessage <MyNetworkMessage>().message; MyNetworkMessage msg = new MyNetworkMessage(); msg.message = id; NetworkServer.SendToAll(messageID, msg); Text_Connexion.recupInfoJoueur(id); }
public void Broadcast(string msg) { // Send a message to all the clients connected MyNetworkMessage messageContainer = new MyNetworkMessage(); messageContainer.message = msg; // Broadcast a message a to everyone connected NetworkServer.SendToAll(messageID, messageContainer); }
// public void SendMsgToServer() // { // string sendMsg = inputField.text; // MyNetworkMessage messageContainer = new MyNetworkMessage(); // messageContainer.message = sendMsg; // Debug.Log("Send Message to server:" + sendMsg); // // Say hi to the server when connected // client.Send(messageID,messageContainer); // } public void SendMsgToServer(string msg) { string sendMsg = msg; MyNetworkMessage messageContainer = new MyNetworkMessage(); messageContainer.message = sendMsg; Debug.Log("Send Message to server:" + sendMsg); // Say hi to the server when connected client.Send(messageID, messageContainer); }
//вызывается при присоединении на сервер //создает новый экзмепляр и отправляет сообщение на сервер void OnConnected(NetworkMessage message) { connected = true; MessageLog.text = "Connection succesfull"; ButtonConnect.interactable = false; ButtonDisconnect.interactable = true; MyNetworkMessage messageContainer = new MyNetworkMessage(); messageContainer.message = "Hello server!"; client.Send(messageID, messageContainer); }
void OnConnected(NetworkMessage message) { // Do stuff when connected to the server MyNetworkMessage messageContainer = new MyNetworkMessage(); messageContainer.message = "Score: " + GameData.Points.Combined.Get(); // Say hi to the server when connected _client.Send(_messageID, messageContainer); }
void OnConnected(NetworkMessage message) { // Do stuff when connected to the server MyNetworkMessage messageContainer = new MyNetworkMessage(); messageContainer.message = "Hello server!"; // Say hi to the server when connected client.Send(messageID, messageContainer); }
void OnConnected(NetworkMessage message) { // Do stuff when connected to the server Debug.Log("onConnected"); MyNetworkMessage messageContainer = new MyNetworkMessage(); messageContainer.message = "Hello server!"; Debug.Log("Client connected"); Debug.Log("Send Message to server"); // Say hi to the server when connected client.Send(messageID, messageContainer); }
public void Restart() { currentMessage = null; waitTimer = 0; sendMessageNumber = 0; //receiveMessageNumber = 0; for (int i = 0; i < messageBuffer.Length; i++) { messageBuffer[i] = new MessageInfo(); messageBuffer[i].messageType = MessageType.NoMessage; } }
private void ButtonClicked() { joueur = MainScript.joueur; joueur.Dim = dim.sprite; joueur.Loco = loco.sprite; joueur.Equi1 = equi0.sprite; joueur.Equi2 = equi1.sprite; joueur.Equi3 = equi2.sprite; MyNetworkMessage conception = new MyNetworkMessage(); conception.message = position; client.Send(conceptionID, conception); MyImageMessage test = new MyImageMessage(); MyImageMessage robot = new MyImageMessage(); //string s = UnityEditor.AssetDatabase.GetAssetPath(loco.sprite); robot.loco = loco.sprite.ToString(); robot.dim = dim.sprite.ToString(); robot.equi1 = equi0.sprite.ToString(); robot.equi2 = equi1.sprite.ToString(); robot.equi3 = equi2.sprite.ToString(); robot.num = position; // Debug.Log("zone : " + selectUser.zone); robot.zone = selectUser.zone; client.Send(idMessage, robot); RandomPerso(); SceneManager.LoadScene("scene2bis"); //if (position == SansHUD.premierFini) { // MyImageMessage mLoco = new MyImageMessage(); // mLoco.image = loco.sprite.ToString(); // mLoco.type = "Locomotion"; // MyImageMessage mDim = new MyImageMessage(); // mDim.image = dim.sprite.ToString().ToString(); // mDim.type = "Dimension"; // MyImageMessage mEqui0 = new MyImageMessage(); // mEqui0.image = equi0.sprite.ToString().ToString(); // mEqui0.type = "Equipements"; // MyImageMessage mEqui1 = new MyImageMessage(); // mEqui1.image = equi1.sprite.ToString().ToString(); // mEqui1.type = "Equipements"; // MyImageMessage mEqui2 = new MyImageMessage(); // mEqui2.image = equi2.sprite.ToString().ToString(); // mEqui2.type = "Equipements"; // client.Send(idMessage, mLoco); // client.Send(idMessage, mDim); // client.Send(idMessage, mEqui0); // client.Send(idMessage, mEqui1); // client.Send(idMessage, mEqui2); //} }
private void onButtonClicked(int i) { ////lorsque le joueur clique sur sa position, on met à jour dans joueur static le numéro du joueur et sa ////position, puis on envoie au serveur un message pour lui indiquer que le joueur i a cliqué JoueurStatic.Numero = positions[i]; JoueurStatic.Position = i + 1; MyNetworkMessage message = new MyNetworkMessage(); message.message = JoueurStatic.Numero; JoueurStatic.Client.Send(messageID, message); ////on passe au canvas suivant canvas_position_joueurs.SetActive(false); canvas_infos_joueurs.SetActive(true); }
////lorsque le joueur a son bouton actif (si c est le présentateur) et qu'il appuie dessus, //// on passe soit au présentateur suivant, soit on passe au débat si c'est le dernier joueur à ////présenter un personnage private void ButtonClicked() { nextbutton.gameObject.SetActive(false); if ((nextbutton.transform.GetChild(0).gameObject.GetComponent <Text>().text == "Commencer le débat") || (nextbutton.transform.GetChild(0).gameObject.GetComponent <Text>().text == "Start debate")) { ////On indique au serveur que la présentation du joueur est terminée MyNetworkMessage msg = new MyNetworkMessage(); JoueurStatic.Client.Send(debatID, msg); } else { ////On indique au serveur que la présentation du joueur est terminée MyNetworkMessage msg = new MyNetworkMessage(); JoueurStatic.Client.Send(joueurID, msg); } }
void OnMessageReceived(NetworkMessage netMessage) { // You can send any object that inherence from MessageBase // The client and server can be on different projects, as long as the MyNetworkMessage or the class you are using have the same implementation on both projects // The first thing we do is deserialize the message to our custom type var objectMessage = netMessage.ReadMessage <MyNetworkMessage>(); ServerLog("Message received: " + objectMessage.message); Debug.Log("Message received: " + objectMessage.message); //Send to all the message that i received MyNetworkMessage messageContainer = new MyNetworkMessage(); messageContainer.message = objectMessage.message; ServerLog("Sent to all the message: " + objectMessage.message); NetworkServer.SendToAll(messageID, messageContainer); }
private void RetourButtonClicked() { if (Partie.Langue == "FR") { button.transform.GetChild(0).GetComponent <Text>().text = fr; } else { button.transform.GetChild(0).GetComponent <Text>().text = en; } nbClicked--; bouton_retour.gameObject.SetActive(false); MyNetworkMessage msg = new MyNetworkMessage(); msg.message = Partie.JoueurCourant; NetworkServer.SendToAll(RetourID, msg); }
private void OnCollisionEnter2D(Collision2D collision) { Sprite self = this.GetComponent <Image>().sprite; Debug.Log(collision.gameObject.name); Sprite s = collision.gameObject.GetComponent <Image>().sprite; if ((collision.gameObject.transform != this.transform.parent.parent.GetChild(0)) && (cartes.Contains(collision.gameObject)) && (s.name != "DecideurPublic") && (s.name != "DecideurPrive")) { int index = cartes.IndexOf(collision.gameObject); bool exp = true; if (self.name == "Jeton Vert") { exp = Tour.Piles[index] < 3; } else if (self.name == "Jeton Rouge") { exp = Tour.Piles[index] == 3; } if (exp) { this.gameObject.SetActive(false); MyNetworkMessage msg = new MyNetworkMessage(); msg.message = Partie.JoueurCourant; NetworkServer.SendToAll(goID, msg); button.SetActive(true); if (Tour.Piles[index] < 8) { Debug.Log(Tour.Piles[index]); joueurs[index].transform.GetChild(2).GetChild(Tour.Piles[index]).gameObject.GetComponent <Image>().sprite = this.gameObject.GetComponent <Image>().sprite; joueurs[index].transform.GetChild(2).GetChild(Tour.Piles[index]).gameObject.SetActive(true); debatObject.debate.JoueurRecevant = index; debatObject.debate.Personnage = joueurs[index].transform.GetChild(0).GetComponent <Image>().name; debatObject.AddGivenJeton(); //joueurs[index] Tour.Piles[index]++; } } } this.transform.position = positionInit; }
public void StartGame() { if (lobbyManager.connectedClients.Count < 1) { return; } //Send message to all connected that the game as started var message = new MyNetworkMessage(); //Players - 1 because the clients expect the message to be the number of enemies message.message = (lobbyManager.GetParticipatingPlayers().Count - 1).ToString(); NetworkServer.SendToAll(AceMsgTypes.GameStart, message); //plannedPlayers = new PlayerPlanningPhaseDone[lobbyManager.GetParticipatingPlayers().Count]; //Start the actual game, shuffling cards n shit gameManager.StartGame(); }
void OnClientConnected(NetworkMessage netMessage) { // Do stuff when a client connects to this server // Send a thank you message to the client that just connected MyNetworkMessage messageContainer = new MyNetworkMessage(); messageContainer.message = "Thanks for joining!"; // This sends a message to a specific client, using the connectionId NetworkServer.SendToClient(netMessage.conn.connectionId, messageID, messageContainer); // Send a message to all the clients connected messageContainer = new MyNetworkMessage(); messageContainer.message = "A new player has conencted to the server"; // Broadcast a message a to everyone connected NetworkServer.SendToAll(messageID, messageContainer); }