Esempio n. 1
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    public override void Replicate(NetworkObjectState state)
    {
        NetworkSnakeState snakeState = new NetworkSnakeState();

        state.GetState(snakeState);
        snake.ReplicateState(snakeState);
    }
Esempio n. 2
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    public void ReplicateState(NetworkSnakeState state)
    {
        ReplicateHeadPointer(state.Head);

        this.name        = state.Name;
        this.snakeSkinID = int.Parse(state.Skin);
        if (state.Tail <= state.Head)
        {
            this.backboneLength = state.Tail + MAX_BACKBONE_POINTS - state.Head;
        }
        else
        {
            this.backboneLength = state.Tail - state.Head;
        }

        this.isTurbo = state.IsTurbo;

        NetworkSnakePartState snakePartState = new NetworkSnakePartState();

        for (int i = 0; i < state.PartsLength; i++)
        {
            state.GetParts(snakePartState, i);
            if (snakePartState.Index == backboneStartIdx)
            {
                // We want to Lerp the head towards the new position
                interpolater.targetHeadPosition = new Vector2(snakePartState.Position.X, snakePartState.Position.Y);
            }
            else
            {
                this.backbone[snakePartState.Index] = new Vector2(snakePartState.Position.X, snakePartState.Position.Y);
            }
        }
        score = (int)state.Score;
        gameObject.SetActive(!state.IsDead);
    }
Esempio n. 3
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    public void ReplicateSnakeState(NetworkSnakeState fSnakeState)
    {
        float headX = fSnakeState.GetParts(fSnakeState.Head).Position.X;
        float headY = fSnakeState.GetParts(fSnakeState.Head).Position.Y;

        // Debug.Log("Recieved head position = (" + headX + ", " + headY + ")");

        //this.snakeState.head.transform.position = new Vector3(headX, headY, 0.0f);
        this.snakeState.snakeSkinID = 1;//int.Parse(snakeState.Skin);
        this.snakeState.name        = fSnakeState.Name;
        this.snakeState.score       = (int)fSnakeState.Score;
    }