Esempio n. 1
0
 public void _Serialize(OnSceneChangedPacket pkt, MemoryStream m)
 {
     byte[] sceneId = Data_serializers_const.ser_M_liteIntSerializer.Serialize(pkt.sceneId);
     m.Write(sceneId, 0, sceneId.Length);
     byte[] offmeshLinkName = Data_serializers_const.ser_M_liteArraySerializer.Serialize(pkt.offmeshLinkName);
     m.Write(offmeshLinkName, 0, offmeshLinkName.Length);
 }
Esempio n. 2
0
        public static void SendOnSceneChangedPacket(OnSceneChangedPacket pkt, [Optional()][DefaultParameterValue(-1)] int connectionId)
        {
            MemoryStream m = new MemoryStream();

            m.WriteByte(6);
            LiteNetworking.Networking.localPacketPlayer = LiteNetworking.LobbyConnector.ConvertConnectionToPlayer(connectionId);
            ConstRefs.mirror_OnSceneChangedPacket._Serialize(pkt, m);
            Networking.TransmitPacket(m, connectionId);
        }
Esempio n. 3
0
    public void GoToScene(int sceneId, string offmeshLinkName)
    {
        if (Networking.isServer)
        {
            Debug.LogError("Use MovePlayerToScene on the server to properly handle chunking");
            return;
        }

        // Start the client jobs
        listeners.ForEach(a => a.OnSceneJobStart(sceneId));
        ClientSceneLoader.LoadScene(sceneId);

        // Request the data from the server
        OnSceneChangedPacket pkt = new OnSceneChangedPacket();

        pkt.sceneId         = sceneId;
        pkt.offmeshLinkName = offmeshLinkName;
        PacketSender.SendOnSceneChangedPacket(pkt);
    }
Esempio n. 4
0
 public void _Deserialize(OnSceneChangedPacket pkt, MemoryStream m)
 {
     pkt.sceneId         = Data_serializers_const.ser_M_liteIntSerializer.Deserialize(m);
     pkt.offmeshLinkName = Data_serializers_const.ser_M_liteArraySerializer.Deserialize(m);
 }