private void sendConnexionNotification(myGameObject p)
 {
     _scene.Broadcast("player_connected", s =>
     {
         var writer = new BinaryWriter(s, Encoding.UTF8, true);
         writer.Write(p.id);
         writer.Write(p.color_red);
         writer.Write(p.color_blue);
         writer.Write(p.color_green);
     }, PacketPriority.MEDIUM_PRIORITY, PacketReliability.RELIABLE_SEQUENCED);
 }
 public Player(myGameObject obj, long updateTime)
 {
     id          = obj.id;
     name        = obj.name;
     pos_x       = obj.pos_x;
     pos_y       = obj.pos_y;
     rotation    = obj.rotation;
     color_red   = obj.color_red;
     color_blue  = obj.color_blue;
     color_green = obj.color_green;
     lastUpdate  = updateTime;
 }
        private Task onConnected(IScenePeerClient client)
        {
            myGameObject player = client.GetUserData <myGameObject>();

            if (_players.Count < 100)
            {
                _scene.Broadcast("chat", player.name + " a rejoint le combat !");
                _scene.GetComponent <ILogger>().Debug("server", "client connected with name : " + player.name);
                client.Send("get_id", s =>
                {
                    var writer = new BinaryWriter(s, Encoding.UTF8, true);
                    writer.Write(client.Id);
                }, PacketPriority.MEDIUM_PRIORITY, PacketReliability.RELIABLE);
                player.id = client.Id;
                sendConnectedPlayersToNewPeer(client);
                sendConnexionNotification(player);
                _players.TryAdd(client.Id, new Player(player, _env.Clock));
            }
            return(Task.FromResult(true));
        }
 public Player(myGameObject obj, long updateTime)
 {
     id = obj.id;
     name = obj.name;
     pos_x = obj.pos_x;
     pos_y = obj.pos_y;
     rotation = obj.rotation;
     color_red = obj.color_red;
     color_blue = obj.color_blue;
     color_green = obj.color_green;
     lastUpdate = updateTime;
 }
 private void sendConnexionNotification(myGameObject p)
 {
     _scene.Broadcast("player_connected", s =>
     {
         var writer = new BinaryWriter(s, Encoding.UTF8, true);
         writer.Write(p.id);
         writer.Write(p.color_red);
         writer.Write(p.color_blue);
         writer.Write(p.color_green);
     }, PacketPriority.MEDIUM_PRIORITY, PacketReliability.RELIABLE_SEQUENCED);
 }