Esempio n. 1
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    public void SynchronizationData(GameObject g, Gamobjectsinfo infomation)
    {
        BaseContol operatingObj = g.GetComponent <BaseContol>();

        g.transform.position = new Vector3(infomation.x, infomation.y, infomation.z);
        operatingObj.setDirection(infomation.angle);
        operatingObj.frie(infomation.state[0]);
    }
Esempio n. 2
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    public override void receiveDataHandel(int outConnectionId, byte[] buffer, int receivedSize, int MT)
    {
        obj = synchronizationObj["player" + outConnectionId];
        Gamobjectsinfo clientInfo = (Gamobjectsinfo)BytesToOBJ(buffer);

        operatingObj           = obj.GetComponent <BaseContol>();
        obj.transform.position = new Vector3(clientInfo.x, clientInfo.y, clientInfo.z);
        operatingObj.setDirection(clientInfo.angle);
        // operatingObj.frie(clientInfo.state[0]);
    }
Esempio n. 3
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    public void SynchronizationData(GameObject g, SerializeUDP infomation)
    {
        BaseContol operatingObj = g.GetComponent <BaseContol>();

        //  g.transform.position = new Vector3(infomation.x, infomation.y, infomation.z);
        operatingObj.setDirection(infomation.angle);
        if (!destinationList.ContainsKey(g))
        {
            destinationList.Add(g, new Vector3(infomation.x, infomation.y, infomation.z));
        }
        else
        {
            destinationList[g] = new Vector3(infomation.x, infomation.y, infomation.z);
        }
        // SyncPosition(g, new Vector3(infomation.x, infomation.y, infomation.z));
        //operatingObj.frie(infomation.state[0]); abandoned operating
    }