// multiplayer public static void DestroyBlockMultiplayer(BlockInfo voxelInfo, NetworkPlayer sender) { // received from server, don't use directly GameObject voxelObject = Instantiate(getVoxelGameObject(voxelInfo.GetVoxel())) as GameObject; VoxelEvents events = voxelObject.GetComponent <VoxelEvents>(); if (events != null) { events.OnBlockDestroy(voxelInfo); events.OnBlockDestroyMultiplayer(voxelInfo, sender); } voxelInfo.chunk.SetVoxel(voxelInfo.index, 0, true); Destroy(voxelObject); }
public static void PlaceBlockMultiplayer(BlockInfo voxelInfo, ushort data, NetworkPlayer sender) { // received from server, don't use directly voxelInfo.chunk.SetVoxel(voxelInfo.index, data, true); GameObject voxelObject = Instantiate(getVoxelGameObject(data)) as GameObject; VoxelEvents events = voxelObject.GetComponent <VoxelEvents>(); if (events != null) { events.OnBlockPlace(voxelInfo); events.OnBlockPlaceMultiplayer(voxelInfo, sender); } Destroy(voxelObject); }
public void Update() { // check if chunk is not null GameObject chunkObject = MasterEngine.getInstance().PositionToChunk(transform.position); if (chunkObject == null) { return; } // get the voxelInfo from the transform's position Chunk chunk = chunkObject.GetComponent <Chunk>(); Index voxelIndex = chunk.PositionToVoxelIndex(transform.position); BlockInfo voxelInfo = new BlockInfo(voxelIndex, chunk); // create a local copy of the collision voxel so we can call functions on it GameObject voxelObject = Instantiate(MasterEngine.getInstance().GetVoxelGameObject(voxelInfo.GetVoxel())) as GameObject; VoxelEvents events = voxelObject.GetComponent <VoxelEvents>(); if (events != null) { // OnEnter if (chunk != LastChunk || voxelIndex.IsEqual(LastIndex) == false) { events.OnBlockEnter(this.gameObject, voxelInfo); } // OnStay else { events.OnBlockStay(this.gameObject, voxelInfo); } } LastChunk = chunk; LastIndex = voxelIndex; Destroy(voxelObject); }