/// <summary> /// Handles messages received from DarkRift. /// </summary> /// <param name="tag">The tag.</param> /// <param name="subject">The subject.</param> /// <param name="data">The data.</param> void HandleOnData(byte tag, ushort subject, object data) { //If the message was a spawn message if (tag == SPAWN_TAG) { //The data is a reader (may want an added safety check here) using (DarkRiftReader reader = data as DarkRiftReader) { //Get the number of characters we will be spawning ushort count = reader.ReadUInt16(); for (int i = 0; i < count; i++) { //Read the position of the character from the reader and spawn it Vector3 pos = new Vector3(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle()); GameObject clone = (GameObject)Instantiate(syncCharacterPrefab, pos, Quaternion.identity); //Setup ID and owner of the SyncCharacter SyncCharacter character = clone.GetComponent <SyncCharacter>(); character.ID = reader.ReadUInt16(); character.owner = reader.ReadUInt16(); //Add to the list of characters characters.Add(character.ID, character); } } } //If the message is a despawn tag else if (tag == DESPAWN_TAG) { //The data is a reader (may want an added safety check here) using (DarkRiftReader reader = data as DarkRiftReader) { //Count the number to despawn ushort count = reader.ReadUInt16(); //Despawn the characters passed to us for (int i = 0; i < count; i++) { Destroy(characters[reader.ReadUInt16()].gameObject); } } } }
// Use this for initialization void Start() { this.state = State.Outfight; if (isServer && SceneManager.GetActiveScene().name != "main") { this.syncBossLife = 500; this.syncChar = gameObject.GetComponent<SyncCharacter>(); } if (!isLocalPlayer || SceneManager.GetActiveScene().name == "main") return; this.syncChar = gameObject.GetComponent<SyncCharacter>(); this.character = gameObject.GetComponentInChildren<CharacterCollision>().gameObject; this.cnt = gameObject.GetComponent<Controller>(); for (int i = 0; i < 101; i++) Bosslife[i] = Resources.Load<Texture2D>("Sprites/Bars/BossLife/BossLifeBar" + i.ToString()); if (!isServer) return; infightcount = 0; deathCount = 0; }
// Use this for initialization void Start() { this.nearElement = null; this.character = GetComponentInChildren<CharacterCollision>().gameObject; this.social = GetComponent<Social_HUD>(); this.attack = TypeAttack.None; this.syncCharacter = gameObject.GetComponent<SyncCharacter>(); if (!isLocalPlayer) return; this.cam = GetComponentInChildren<Camera>().gameObject; this.inventaire = GetComponent<Inventory>(); this.menu = GetComponent<Menu>(); this.controller = GetComponent<Controller>(); this.sucHUD = GetComponent<Success_HUD>(); this.cristalHUD = GetComponent<Cristal_HUD>(); this.tutoriel = GetComponent<Tutoriel>(); this.anim = gameObject.GetComponent<Animator>(); this.validplace = true; this.lastvalidplace = true; this.soundAudio = gameObject.GetComponent<Sound>(); Cursor.visible = false; seeGUI = true; }
// Use this for initialization void Start() { this.anim = gameObject.GetComponent<Animator>(); this.cam = gameObject.GetComponentInChildren<Camera>().gameObject; this.character = gameObject.GetComponentInChildren<CharacterCollision>().gameObject; this.syncChar = gameObject.GetComponent<SyncCharacter>(); this.im = gameObject.GetComponent<InputManager>(); this.soundAudio = gameObject.GetComponent<Sound>(); this.objectiv = null; this.loading = true; this.specm = gameObject.GetComponent<SpecMode> (); this.orbiting = false; this.orbsense = true; if (!isLocalPlayer) { this.cam.SetActive(false); this.character.GetComponent<AudioListener>().enabled = false; } gameObject.transform.position.Set(0, 10, 0); }