protected static void HandleJoinRoom(int roomID, byte[] player) { Player playerJoined = player.DeserializeObject <Player>(); //================================================================================================================================= Neutron.Enqueue(() => Neutron.Fire(Neutron.onPlayerJoinedRoom, new object[] { playerJoined, roomID }), ref monoBehaviourActions); }
protected static void HandleJoinChannel(int ID, byte[] Player) { Player playerJoined = Player.DeserializeObject <Player>(); //=============================================================================================================================== Neutron.Enqueue(() => Neutron.Fire(Neutron.onPlayerJoinedChannel, new object[] { playerJoined, ID }), ref monoBehaviourActions); }
//============================================================================================================// protected static void HandleConnected(string status, int uniqueID) { Logger(status); //============================================= Neutron.myPlayer = new Player(uniqueID, null); //============================================= Neutron.Enqueue(() => Neutron.Fire(Neutron.onNeutronConnected, new object[] { true }), ref monoBehaviourActions); }
protected static void HandleNavMeshAgent(int ownerID, Vector3 inputPoint) { NeutronObject obj = neutronObjects[ownerID]; if (obj.agent != null) { Neutron.Enqueue(() => obj.agent.SetDestination(inputPoint), ref monoBehaviourActions); } }
protected static void HandlePlayerDisconnected(byte[] player) { Player playerDisconnected = player.DeserializeObject <Player>(); //===================================================================================\\ NeutronObject obj = neutronObjects[playerDisconnected.ID]; //===================================================================================\\ Neutron.Enqueue(() => Destroy(obj.gameObject), ref monoBehaviourActions); //===================================================================================\\ neutronObjects.Remove(obj.Infor.ownerID); }
protected static void HandleInstantiate(Vector3 pos, Quaternion rot, string playerPrefab, byte[] mPlayer) { //================================================================================================================================\\ Player playerInstantiated = mPlayer.DeserializeObject <Player>(); //================================================================================================================================\\ Neutron.Enqueue(() => { GameObject playerPref = Resources.Load(playerPrefab, typeof(GameObject)) as GameObject; if (playerPref != null) { Neutron.onPlayerInstantiated(playerInstantiated, pos, rot, playerPref); } else { LoggerError($"CLIENT: -> Unable to load prefab {playerPrefab}"); } }, ref monoBehaviourActions); }
protected static void HandleDestroyPlayer() { Neutron.Enqueue(() => Neutron.Fire(Neutron.onDestroyed, new object[] { }), ref monoBehaviourActions); }
protected static void HandleGetRooms(Room[] room, NeutronReader[] options) { Neutron.Enqueue(() => Neutron.Fire(Neutron.onRoomsReceived, new object[] { room, options }), ref monoBehaviourActions); }
protected static void HandleCreateRoom(Room room, NeutronReader options) { Neutron.Enqueue(() => Neutron.Fire(Neutron.onCreatedRoom, new object[] { room, options }), ref monoBehaviourActions); }
protected static void HandleGetChannels(byte[] mChannels) { Neutron.Enqueue(() => Neutron.Fire(Neutron.onChannelsReceived, new object[] { mChannels.DeserializeObject <Channel[]>() }), ref monoBehaviourActions); }
protected static void HandleDatabase(Packet packet, object[] response) { Neutron.Enqueue(() => Neutron.Fire(Neutron.onDatabasePacket, new object[] { packet, response }), ref monoBehaviourActions); }
protected static void HandleRPC(int id, byte[] parameters) { Neutron.Enqueue(() => ResponseRPC(id, parameters), ref monoBehaviourRPCActions); }
protected static void HandleSendChat(string message, byte[] sender) { Neutron.Enqueue(() => Neutron.Fire(Neutron.onMessageReceived, new object[] { message, sender.DeserializeObject <Player>() }), ref monoBehaviourActions); }