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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    //use UDP protocol transfer position info.
    //The UDPclient class initialized in the base class
    public override void syncData()
    {
        var BaseContol = playerObject.GetComponent <BaseContol>();

        // BaseContol.NetworkId = id;
        print("entry synchronization function");
        Gamobjectsinfo info = new Gamobjectsinfo(id,
                                                 new byte[] { playerObject.GetComponent <BaseContol>().bullect },
                                                 playerObject.transform.position, playerObject.transform.rotation);

        adapter.UDPC.sendByte(ObjectToByteArray(info));
        //adapter.sendmessage(adapter.connectionId, ObjectToByteArray(info), msgType.Data);
    }