public void OnSyncPosition(byte id, float x, float y, Game.GameTeam team, byte rotation, PlayerController.WeaponType weapon) { if (_state == GameState.Playing) { Vector3 np = new Vector3(x, y, 0f); bool found = false; for (int i = 0; i < _npcs.Count; i++) { if (_npcs[i].GetComponent <PlayerController>().GetId() == id) { _npcs[i].transform.position = np; _npcs[i].GetComponent <PlayerController>().SetRotation(rotation); if (_npcs[i].GetComponent <PlayerController>().GetWeapon() != weapon) { _npcs[i].GetComponent <PlayerController>().SetWeapon(weapon); } found = true; } } if (!found && id != _id) { OnPlayerSpawn(id, -1, team, np); } } }
public void GrabFlag(byte id, Game.GameTeam t) { byte[] msg = new byte[5]; msg[0] = (byte)CommandType.GrabFlag; msg[1] = id; msg[2] = (byte)t; _sendQueue.Enqueue(msg); }
public void SyncPosition(byte id, float x, float y, Game.GameTeam team, byte rotation, PlayerController.WeaponType wep) { byte[] msg = new byte[13]; msg[0] = (byte)CommandType.SyncPosition; msg[1] = id; byte[] bx = BitConverter.GetBytes(x); byte[] by = BitConverter.GetBytes(y); Array.Copy(bx, 0, msg, 2, 4); Array.Copy(by, 0, msg, 6, 4); msg[10] = (byte)team; msg[11] = rotation; msg[12] = (byte)wep; _sendQueue.Enqueue(msg); }
public void SetTeam(Game.GameTeam team) { _team = team; }
public void SetTeam(Game.GameTeam t) { _team = t; }