public bool HandlePacket(Peer peer, byte[] data, Game game) { var emotion = new EmotionPacket(data); //for later use -> tracking, etc. switch (emotion.id) { case 0: //dance //Logging->writeLine("dance"); break; case 1: //taunt //Logging->writeLine("taunt"); break; case 2: //laugh //Logging->writeLine("laugh"); break; case 3: //joke //Logging->writeLine("joke"); break; } var response = new EmotionPacket(emotion.id, emotion.netId); return(game.PacketHandlerManager.broadcastPacket(response, Channel.CHL_S2C)); }
public bool HandlePacket(Peer peer, byte[] data) { var emotion = new EmotionPacket(data); //for later use -> tracking, etc. var playerName = _playerManager.GetPeerInfo(peer).Champion.Model; switch (emotion.id) { case (byte)Emotions.Dance: _logger.LogCoreInfo("Player " + playerName + " is dancing."); break; case (byte)Emotions.Taunt: _logger.LogCoreInfo("Player " + playerName + " is taunting."); break; case (byte)Emotions.Laugh: _logger.LogCoreInfo("Player " + playerName + " is laughing."); break; case (byte)Emotions.Joke: _logger.LogCoreInfo("Player " + playerName + " is joking."); break; } var response = new EmotionPacket(emotion.id, emotion.netId); return(_game.PacketHandlerManager.broadcastPacket(response, Channel.CHL_S2C)); }