public void SendDamage(Player src, Player target, Vector3 pos, float damage) { Protocol.HitPlayer hit = new Protocol.HitPlayer(); hit.sourceId = src.id; hit.targetId = target.id; hit.damage = damage; hit.hitPosX = pos.x; hit.hitPosY = pos.y; hit.hitPosZ = pos.z; GameMsg msg = new GameMsg(GameMsg.MsgType.Damage, hit); Client.SendMessage(msg, UnityEngine.Networking.QosType.ReliableSequenced); }
public void SendDamage(Player src, Player target, Vector3 pos, float damage) { foreach (Connection conn in connDict.Values) { if (conn.state == ConnState.InGame) { if (conn.playerId == target.id) { Protocol.HitPlayer hit = new Protocol.HitPlayer(); hit.sourceId = src.id; hit.targetId = target.id; hit.damage = damage; hit.hitPosX = pos.x; hit.hitPosY = pos.y; hit.hitPosZ = pos.z; GameMsg msg = new GameMsg(GameMsg.MsgType.Damage, hit); Server.SendMessage(msg, conn.connId, UnityEngine.Networking.QosType.ReliableSequenced); } } } }