public void sendAssetId(NetworkHash128 assetId)
    {
        AssetsMessage msg = new AssetsMessage();

        msg.assetId = assetId;
        NetworkServer.SendToAll(AssetMessage.assetMessage, msg);
    }
Esempio n. 2
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    public void onAssetMsg(NetworkMessage netMsg)
    {
        Debug.Log("Received assetId");
        AssetsMessage msg = netMsg.ReadMessage <AssetsMessage>();

        ClientScene.RegisterSpawnHandler(msg.assetId, SpawnSphere, UnspawnSphere);
        ClientScene.Ready(netMsg.conn);
    }
Esempio n. 3
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    public void onAssetMsg(NetworkMessage netMsg)
    {
        Debug.Log("Received assetId");
        AssetsMessage msg = netMsg.ReadMessage <AssetsMessage>();

        foreach (NetworkHash128 hash in ClientScene.prefabs.Keys)
        {
            if (hash.Equals(prefab.assetId))
            {
                Debug.Log("Found match");
                return;
            }
        }
        Debug.Log("Registering spawn handler for prefab");
        ClientScene.RegisterSpawnHandler(msg.assetId, SpawnSphere, UnspawnSphere);
        Debug.Log("Readying client");
        ClientScene.Ready(netMsg.conn);
    }
    public void TransferAssetMessage(NetworkMessage netMsg)
    {
        Debug.Log("Asset Message: " + AssetMessage.assetMessage);

        AssetsMessage msg = netMsg.ReadMessage <AssetsMessage>();

        foreach (NetworkHash128 hash in ClientScene.prefabs.Keys)
        {
            if (hash.Equals(prefab.assetId))
            {
                Debug.Log("Found match");
                return;
            }
        }

        Debug.Log("Registering spawn handler for prefab");
        Debug.Log("Readying client");
        Debug.Log(msg);

        ClientScene.Ready(netMsg.conn);
    }