public static void PlayerMovement(int _fromClient, Packet _packet) { bool[] _inputs = new bool[_packet.ReadInt()]; for (int i = 0; i < _inputs.Length; i++) { _inputs[i] = _packet.ReadBool(); } Quaternion _rotation = _packet.ReadQuaternion(); MainServer.clients[_fromClient].player.SetInput(_inputs, _rotation); }
internal static void SpawnPlayer(int idClient, Packet packet) { int id = packet.ReadInt(); string nickName = packet.ReadString(); Vector3 position = packet.ReadVector3(); Quaternion rotation = packet.ReadQuaternion(); Server.Logger($"[Client {idClient}]Want spawn player: {id} nick name: {nickName} in position ({position.X}, {position.Y}, {position.Z})"); Send.SpawnPlayer(Server.clients[idClient].IdRoom, id, nickName, position, rotation); }
public static void PlayerMovement(int fromClient, Packet packet) { bool[] inputs = new bool[packet.ReadInt()]; for (int i = 0; i < inputs.Length; i++) { inputs[i] = packet.ReadBool(); } Quaternion rotation = packet.ReadQuaternion(); Server.Clients[fromClient].player.SetInput(inputs, rotation); }
public static void PlayerInput(Guid _fromClient, Packet _packet) { bool[] _inputs = new bool[_packet.ReadInt()]; for (int i = 0; i < _inputs.Length; i++) { _inputs[i] = _packet.ReadBool(); } Quaternion _rotation = _packet.ReadQuaternion(); GameManager.Get.Players[_fromClient].HandleInput(_inputs, _rotation); }
public static void TrooperTransformUpdate(Packet packet) { int id = packet.ReadInt(); Vector3 position = packet.ReadVector3(); Quaternion rotation = packet.ReadQuaternion(); Vector3 velocity = packet.ReadVector3(); bool grounded = packet.ReadBool(); GameManager.players[id].trooper.transform.position = position; GameManager.players[id].trooper.transform.rotation = rotation; GameManager.players[id].trooper.velocity = velocity; GameManager.players[id].trooper.grounded = grounded; if (id != Client.instance.myId) { return; } TrooperController.instance.rigidbody.velocity = velocity; TrooperController.instance.grounded = grounded; }