public override IEnumerator OnReceive(Session session, Gamnet.Packet packet)
        {
            Bar  bar  = session.bar;
            Room room = session.room;

            {
                Packet.MsgCliSvr_SyncBar_Ntf ntf = packet.Deserialize <Packet.MsgCliSvr_SyncBar_Ntf>();
                bar.destination = ntf.destination;
            }

            {
                Packet.MsgSvrCli_SyncBar_Ntf ntf = new Packet.MsgSvrCli_SyncBar_Ntf();
                ntf.objectId    = bar.id;
                ntf.destination = bar.destination;

                foreach (Session s in room.sessions)
                {
                    if (session == s)
                    {
                        continue;
                    }

                    s.Send(ntf);
                }
            }
            yield break;
        }
Exemple #2
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        public void OnRecv_SyncBar_Ntf(Packet.MsgSvrCli_SyncBar_Ntf ntf)
        {
            StartCoroutine(PacketDelay((float)Network.NetworkDelay / 1000, () =>
            {
                GameObject go;
                if (false == objects.TryGetValue(ntf.objectId, out go))
                {
                    return;
                }

                Bar bar         = go.GetComponent <Bar>();
                bar.destination = ntf.destination;
            }));
        }