Esempio n. 1
0
        public virtual void OnServerFixedUpdateBaseTime(float dt)
        {
            var onTime = 0f;

            if (m_CountDownFixedTimeSync.UpdateTime(dt, out onTime))
            {
                // Server sync data
                OnServerFixedUpdateSynData(dt);
                // Update client
                RpcFixedUpdateClientSyncTime(onTime);
            }
        }
Esempio n. 2
0
        public virtual void OnServerFixedUpdateBaseTime(float dt)
        {
            var onTime = 0f;

            if (m_CountDownFixedTimeSync.UpdateTime(dt, out onTime))
            {
                // Update sync data
                m_MovePosition = m_ObjectSyn.GetMovePosition();
                m_Position     = m_ObjectSyn.GetPosition();
                m_Rotation     = m_ObjectSyn.GetRotation();
                // Server sync data
                OnServerFixedUpdateSynData(dt);
                // Update client
                RpcFixedUpdateClientSyncTime(onTime);
            }
        }
Esempio n. 3
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 private void UpdateChatText()
 {
     if (string.IsNullOrEmpty(owner.GetChat()) == false &&
         m_ChatQueue.Contains(owner.GetChat()) == false)
     {
         this.ShowChat(owner.GetChat());
     }
     if (m_ChatQueue.Count != m_ChatTextIndex)
     {
         m_ChatTextCountdown.Reset();
         m_UIObjChatText.text = this.FormatChatText(m_ChatQueue[m_ChatTextIndex]);
         m_ChatTextIndex++;
     }
     else if (m_ChatTextCountdown.UpdateTime(Time.deltaTime))
     {
         m_UIObjChatText.text = string.Empty;
     }
 }
Esempio n. 4
0
 private void UpdateEmotionImage()
 {
     if (string.IsNullOrEmpty(owner.GetEmotion()) == false &&
         m_EmotionQueue.Contains(owner.GetEmotion()) == false)
     {
         this.ShowEmotion(owner.GetEmotion());
     }
     if (m_EmotionQueue.Count != m_EmotionIndex)
     {
         m_EmotionCountdown.Reset();
         m_UIEmotionImage.gameObject.SetActive(true);
         m_UIEmotionImage.sprite = CUtil.FindResourceSprite(this.FormatEmotionText(m_EmotionQueue[m_EmotionIndex]));
         m_EmotionIndex++;
     }
     else if (m_EmotionCountdown.UpdateTime(Time.deltaTime))
     {
         m_UIEmotionImage.gameObject.SetActive(false);
     }
 }