private void OnReceivePlayerMovementMessage(NetworkMessage _message) { Debug.Log("OnReceivePlayerMovementMessage"); PlayerMovementMessage _msg = _message.ReadMessage <PlayerMovementMessage>(); NetworkServer.SendToAll(movement_msg, _msg); }
private void OnReceiveMovementMessage(NetworkMessage _message) { PlayerMovementMessage _msg = _message.ReadMessage <PlayerMovementMessage>(); if (_msg.objectTransformName != transform.name) { Manager.Instance.ConnectedPlayers[_msg.objectTransformName].GetComponent <NetworkPlayer>().ReceiveMovementMessage(_msg.objectPosition, _msg.objectRotation, _msg.time); } }
//recebe do servidor movement dos outros players private void OnReceivePlayerMovementMessage(NetworkMessage _message) { PlayerMovementMessage _msg = _message.ReadMessage <PlayerMovementMessage>(); //verifica se a mensagem NAO e sobre o proprio jogador if (_msg.objectTransformName != transform.name) { //aceder ao player unit de quem enviou a mensagem e atualizar os valores desse jogador Manager.Instance.ConnectedPlayers[_msg.objectTransformName].GetComponent <NetworkPlayer>().ProcessPlayerMovementMessage(_msg.objectPosition, _msg.objectRotation, _msg.time); } }
public void SendMovementMessage(string _playerID, Vector3 _position, Quaternion _rotation, float _timeTolerp) { PlayerMovementMessage _msg = new PlayerMovementMessage() { objectPosition = _position, objectRotation = _rotation, objectTransformName = _playerID, time = _timeTolerp }; NetworkManager.singleton.client.Send(movement_msg, _msg); }
private void OnReceiveMovementMessage(NetworkMessage _message) { PlayerMovementMessage _msg = _message.ReadMessage <PlayerMovementMessage>(); if (_msg.objectTransformName != transform.name) { Manager.Instance.ConnectedPlayers[_msg.objectTransformName] .GetComponent <NetworkPlayerVR>().ReceiveMovementMessage(_msg.headPosition, _msg.leftHandPosition, _msg.rightHandPosition , _msg.headRotation, _msg.leftHandRotation, _msg.rightHandRotation , _msg.leftTriggerLocalRotationY, _msg.rightTriggerLocalRotationY, _msg.time); } }
private void OnServerReceiveMovementMessage(NetworkMessage _message) { uint returnTo = _message.reader.Position; PlayerMovementMessage _msg = _message.ReadMessage <PlayerMovementMessage>(); ReturnReaderTo(returnTo, _message.reader); foreach (NetworkConnection conn in NetworkServer.connections) { int currentId = conn.connectionId; short messageType = GetServerToClientMessageNumber(currentId); NetworkServer.SendToClient(currentId, messageType, _msg); //conn.Send(GetServerToClientMessageNumber(currentId), ); } //NetworkServer.SendToAll(serverToClientMessageNumber, _msg); }
public void SendMovementMessage(string _playerID, Vector3 _hPosition, Vector3 _lhPosition, Vector3 _rhPosition, Quaternion _hRotation, Quaternion _lhRotation, Quaternion _rhRotation, float _ltRotationY, float _rtRotationY, float _timeToLerp) { PlayerMovementMessage _msg = new PlayerMovementMessage() { objectTransformName = _playerID, headPosition = _hPosition, leftHandPosition = _lhPosition, rightHandPosition = _rhPosition, headRotation = _hRotation, leftHandRotation = _lhRotation, rightHandRotation = _rhRotation, leftTriggerLocalRotationY = _ltRotationY, rightTriggerLocalRotationY = _rtRotationY, time = _timeToLerp }; NetworkManager.singleton.client.Send(movement_msg, _msg); }
private void OnPlayerReceiveMovementMessage(NetworkMessage _message) { PlayerMovementMessage _msg = _message.ReadMessage <PlayerMovementMessage>(); if (_msg.objectTransformName == "Ball" && !ball.hasAuthority) { ReceiveBallMessage(_msg.objectPosition, _msg.objectRotation, _msg.time); } if (_msg.objectTransformName != transform.name && _msg.objectTransformName != "Ball") { if (!Manager.Instance.ConnectedPlayers.Keys.Contains(_msg.objectTransformName)) { foreach (GameObject player in Manager.Instance.ConnectedPlayers.Values) { CmdDebugLogging(player.name); } CmdDebugLogging(_msg.objectTransformName); } Manager.Instance.ConnectedPlayers[_msg.objectTransformName].GetComponent <NetworkPlayer>().ReceiveMovementMessage(_msg.objectPosition, _msg.objectRotation, _msg.time); } }
private void SendPlayerMovement(NetworkMessage _message) { PlayerMovementMessage _msg = _message.ReadMessage <PlayerMovementMessage>(); NetworkServer.SendToAll(player_movement_msg, _msg); }