private void _AddNetBehaviour(NetBehaviour netBehaviour) { lock (currentNetBehaviours) { currentNetBehaviours.Add(netBehaviour); } }
private void _RemoveNetBehaviour(NetBehaviour netBehaviour) { lock (currentNetBehaviours) { currentNetBehaviours.Remove(netBehaviour); } }
protected override void RunByOwner() { //error check if (movementController == null) { return; } int platformID = -1; NetBehaviour platformBehaviour = platformController?.platform?.GetComponent <NetBehaviour>(); if (platformBehaviour != null) { platformID = platformBehaviour.id; } if (Vector3.Distance(movementController.localPosition, oldPosition) > 0.01f || Vector2.Distance(movementController.targetInput, targetInput) > 0.01f) { BroadcastToSelfUdp(new NetworkMovementControllerSync(platformID, movementController.localPosition, movementController.localVelocity, movementController.targetInput, NetTime.time)); oldPosition = movementController.localPosition; targetInput = movementController.targetInput; synced = false; } else { if (!synced) { synced = true; BroadcastToSelfUdp(new NetworkMovementControllerSync(platformID, movementController.localPosition, Vector3.zero, movementController.targetInput, NetTime.time)); } } }
// Start is called before the first frame update void Start() { m_BallProjComp = m_Ball.GetComponent <BallPhysics>(); Assert.IsNotNull(m_BallProjComp, "No Projectile Compononet Found"); m_NetBehaviour = m_Net.GetComponent <NetBehaviour>(); Assert.IsNotNull(m_NetBehaviour, "No Net Behaviour Found"); }
public void NewConnectionReceived(IPEndPoint endpoint) { GameObject playerobj = Instantiate(PlayerPrefab, new Vector3(0, 0, 0), Quaternion.identity); InputHandler io = playerobj.GetComponent <InputHandler>(); NetBehaviour playerNet = playerobj.GetComponent <NetBehaviour>(); NetAggregator.Instance.PlayerObjs.Add(playerNet); PlayerInput.Add(endpoint, io); }
public static void AddNetComponent <T>(this GameObject gameObject) where T : NetBehaviour { new NetGUID((x) => NetBehaviour.Create <T>(gameObject, NetworkClient.ClientNumber, x)); }
public void UnRegisterObject(NetBehaviour netObject) { NetObjects.Remove(netObject); }
public void RegisterObject(NetBehaviour netObject) { NetObjects.Add(netObject); }
public static void RemoveNetBehaviour(NetBehaviour netBehaviour) { instance?._RemoveNetBehaviour(netBehaviour); }
public static void AddNetBehaviour(NetBehaviour netBehaviour) { instance?._AddNetBehaviour(netBehaviour); }