Esempio n. 1
0
    public static void UpdateZoneState(Packet packet)
    {
        var zoneToUpdate = packet.ReadInt();
        var team         = packet.ReadInt();

        LoadingSceneScript.UpdateZoneState(zoneToUpdate, team);
    }
Esempio n. 2
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    public static void SpawnPlayer(Packet _packet)
    {
        var id       = _packet.ReadInt();
        var pick     = _packet.ReadInt();
        var position = _packet.ReadVector3();

        LoadingSceneScript.SpawnPlayer(id, pick, position);

        //GameManager.Instance.SpawnPlayer(id, position, rotation);
    }
Esempio n. 3
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    public static void HandleZoneUpdate(Packet _packet)
    {
        var z1 = _packet.ReadInt();
        var z2 = _packet.ReadInt();
        var z3 = _packet.ReadInt();
        var z4 = _packet.ReadInt();
        var z7 = _packet.ReadInt();

        if (LoadingSceneScript != null)
        {
            LoadingSceneScript.SetText(z1, z2, z3, z4, z7);
        }
    }
Esempio n. 4
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    private void Awake()
    {
        DontDestroyOnLoad(gameObject);

        if (Instance == null)
        {
            Instance = this;
        }
        else if (Instance != this)
        {
            Destroy(gameObject);
        }

        _firstLoading = SceneManager.LoadSceneAsync(SceneManager.sceneCountInBuildSettings - 1, LoadSceneMode.Additive);
        _newScene     = SceneManager.sceneCountInBuildSettings - 1;
        StartCoroutine(AfterFirstSceneLoaded());
    }
Esempio n. 5
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    public static void HandleDeath(Packet _packet)
    {
        var whoToDie   = _packet.ReadInt();
        var deathTimer = _packet.ReadFloat();
        var deathCount = _packet.ReadInt();

        if (whoToDie == Constants.ServerID)
        {
            LoadingSceneScript.HandleLocalDeath(deathTimer, deathCount);
        }
        else
        {
            if (TeamMates.ContainsKey(whoToDie))
            {
                LoadingSceneScript.HandleTeamMateDeath(whoToDie, deathTimer, deathCount);
            }
            else
            {
                LoadingSceneScript.HandleEnemyDeath(whoToDie, deathTimer, deathCount);
            }
        }
    }