public async void updateState(bool v, string sessionID) { if (_socket == null) { await createSocket(); } if (_socket.IsConnected) { NakamaCommand nakamaCommand = new NakamaCommand(); nakamaCommand.command = "update_state"; nakamaCommand.isALive = v; nakamaCommand.sessionId = sessionID; var ns = System.Text.Encoding.UTF8.GetBytes(JsonUtility.ToJson(nakamaCommand)); //Debug.Log(JsonUtility.ToJson(nakamaCommand)); //Debug.Log(ns); await _socket.SendMatchStateAsync(_match.Id, 1, ns); } else { await _socket.ConnectAsync(_session); updateState(v, sessionID); } }
public async void updatePosition(Vector3 position, Quaternion rotation, float speed, string skin) { if (_socket == null) { await createSocket(); } if (_socket.IsConnected) { NakamaCommand nakamaCommand = new NakamaCommand(); nakamaCommand.command = "move_character"; nakamaCommand.position = position; nakamaCommand.rotation = rotation; nakamaCommand.speed = speed; nakamaCommand.skin = skin; var ns = System.Text.Encoding.UTF8.GetBytes(JsonUtility.ToJson(nakamaCommand)); //Debug.Log(JsonUtility.ToJson(nakamaCommand)); //Debug.Log(ns); await _socket.SendMatchStateAsync(_match.Id, 1, ns); } else { await _socket.ConnectAsync(_session); updatePosition(position, rotation, speed, skin); } }
public async void updatePosition(float h, float v) { if (_socket == null) { await createSocket(); } if (_socket.IsConnected) { NakamaCommand nakamaCommand = new NakamaCommand(); nakamaCommand.command = "move_character"; nakamaCommand.h = h; nakamaCommand.v = v; var ns = System.Text.Encoding.UTF8.GetBytes(JsonUtility.ToJson(nakamaCommand)); Debug.Log(JsonUtility.ToJson(nakamaCommand)); Debug.Log(ns); await _socket.SendMatchStateAsync(_match.Id, 1, ns); } else { await _socket.ConnectAsync(_session); updatePosition(h, v); } }
public async Task <bool> startMatch() { if (_socket == null) { await createSocket(); } if (_socket.IsConnected) { NakamaCommand nakamaCommand = new NakamaCommand(); nakamaCommand.command = "start_game"; var ns = System.Text.Encoding.UTF8.GetBytes(JsonUtility.ToJson(nakamaCommand)); Debug.Log(JsonUtility.ToJson(nakamaCommand)); Debug.Log(ns); await _socket.SendMatchStateAsync(_match.Id, 1, ns); // ui.SendMessage("startGame", "Local"); return(true); } else { await _socket.ConnectAsync(_session); startMatch(); } return(false); }
public void updateCharacterState(NakamaCommand state) { PlayerController g = _characters.Find(l => l.gameObject.name == "Player_" + state.sessionId); if (g != null) { g.isALive = state.isALive; } }
public void updateCharacterPosition(NakamaCommand state) { Vector3 position = state.position; Quaternion rotation = state.rotation; PlayerController g = _characters.Find(l => l.gameObject.name == "Player_" + state.sessionId); if (g != null) { g.transform.position = position; g.transform.rotation = rotation; g.animator.SetFloat("speed", state.speed); } else { CreateCharacterWithoutController(state.sessionId, position, rotation, state.skin); } }
public void updateCharacterPosition(NakamaCommand state) { Vector3 position = state.position; Quaternion rotation = state.rotation; PlayerController g = _characters.Find(l => l.gameObject.name == "Player_" + state.sessionId); if (g != null) { //g.h = state.h; //g.v = state.v; //g.movPlayer = position; //g.move = true; g.transform.position = position; g.transform.rotation = rotation; } else { CreateCharacterWithoutController(state.sessionId, position, rotation); } }