Esempio n. 1
0
    private void ProcessPlayerData(PlayerDamagedMessage data)
    {
        //players[data.playerSession] <- 이걸 통해서 그 플레이어 세션에 맞는 플레이어의 함수를 실행시키게함
        Debug.Log("데미지넣음" + data.playerSession);

        if (!BackEndMatchManager.instance.IsMySessionId(data.playerSession))
        {
            players[myPlayerIndex].HitStop((float)data.damage * 0.2f, (float)data.damage * 0.2f);
        }
        else if (BackEndMatchManager.instance.IsMySessionId(data.playerSession))
        {
            if (data.direction == Direction.Left)
            {
                players[myPlayerIndex].CameraShake(0.2f, 0.2f, Vector3.right);
            }
            else
            {
                players[myPlayerIndex].CameraShake(0.2f, 0.2f, Vector3.left);
            }
        }

        Debug.Log("넣기전 체력" + players[data.playerSession].Stats.CurHp);
        players[data.playerSession].Stats.CurHp -= data.damage;
        Debug.Log("넣은후 체력" + players[data.playerSession].Stats.CurHp);

        hpImages[1].fillAmount = (float)(players[otherPlayerIndex].Stats.CurHp / players[otherPlayerIndex].Stats.MaxHp);
        hpImages[0].fillAmount = (float)(players[myPlayerIndex].Stats.CurHp / players[myPlayerIndex].Stats.MaxHp);

        if (players[data.playerSession].State != PlayerCurState.DEFENSE)
        {
            if (players[data.playerSession].isAI)
            {
                StartCoroutine(players[data.playerSession].AttackEffect(1f));
                SoundPlayer.instance.PlaySound("Hit_Dummy");
            }
            else
            {
                StartCoroutine(players[otherPlayerIndex].AttackEffect(1f));
                SoundPlayer.instance.PlaySound("Hit_Dummy");
            }
        }
        else
        {
            if (players[data.playerSession].isAI)
            {
                StartCoroutine(players[data.playerSession].DefenseEffect(1f));
                SoundPlayer.instance.PlaySound("Defense_Dummy");
            }
            else
            {
                StartCoroutine(players[otherPlayerIndex].DefenseEffect(1f));
                SoundPlayer.instance.PlaySound("Defense_Dummy");
            }
        }

        players[otherPlayerIndex].State = PlayerCurState.IDLE;
        players[myPlayerIndex].State    = PlayerCurState.IDLE;
    }
Esempio n. 2
0
    public void OnRecieve(MatchRelayEventArgs args)
    {
        if (args.BinaryUserData == null)
        {
            Debug.LogWarning(string.Format("빈 데이터가 브로드캐스팅 되었습니다.\n{0} - {1}", args.From, args.ErrInfo));
            // 데이터가 없으면 그냥 리턴
            return;
        }
        Message msg = DataParser.ReadJsonData <Message>(args.BinaryUserData);

        if (msg == null)
        {
            return;
        }
        //if (BackEndMatchManager.instance.isHost != true && args.From.SessionId == myPlayerIndex)
        //{
        //    Debug.Log("패킷 받기 안됨");
        //    return;
        //}
        if (players == null)
        {
            Debug.Log("패킷 받기 안됨");
            return;
        }

        Debug.Log("패킷 받기 : " + (int)msg.type);
        switch (msg.type)
        {
        case Protocol.Type.StartCount:
            // 아무것도 못하게 하기
            StartCountMessage startCount = DataParser.ReadJsonData <StartCountMessage>(args.BinaryUserData);
            if (startCount.time == 0)
            {
                GameUI.instance.SetStartText("게임 시작");
            }
            else
            {
                GameUI.instance.SetStartText(startCount.time.ToString());
            }
            break;

        case Protocol.Type.GameStart:
            // 플레이 가능하게 하기
            GameManager.instance.ChangeState(GameManager.GameState.InGame);
            GameUI.instance.baseObj.SetActive(true);
            GameUI.instance.fadeObj.SetActive(false);
            StartCoroutine(GameUI.instance.gameTimeCheck(BackEndMatchManager.instance.matchInfos[0].matchMinute));
            break;

        case Protocol.Type.GameEnd:
            GameEndMessage endMessage = DataParser.ReadJsonData <GameEndMessage>(args.BinaryUserData);
            SetGameRecord(endMessage.count, endMessage.sessionList);
            break;

        case Protocol.Type.Idle:
            PlayerIdleMessage idleMsg = DataParser.ReadJsonData <PlayerIdleMessage>(args.BinaryUserData);
            ProcessPlayerData(idleMsg);
            break;

        case Protocol.Type.WeakAttack:
            PlayerWeakAttackMessage weakattackMsg = DataParser.ReadJsonData <PlayerWeakAttackMessage>(args.BinaryUserData);
            ProcessPlayerData(weakattackMsg);
            break;

        case Protocol.Type.StrongAttack:
            PlayerStrongAttackMessage strongattackMsg = DataParser.ReadJsonData <PlayerStrongAttackMessage>(args.BinaryUserData);
            ProcessPlayerData(strongattackMsg);
            break;

        case Protocol.Type.Defense:
            PlayerDefenseMessage defenseMsg = DataParser.ReadJsonData <PlayerDefenseMessage>(args.BinaryUserData);
            ProcessPlayerData(defenseMsg);
            break;

        case Protocol.Type.Stun:
            PlayerStunMessage stunMsg = DataParser.ReadJsonData <PlayerStunMessage>(args.BinaryUserData);
            ProcessPlayerData(stunMsg);
            break;

        case Protocol.Type.AttackEnd:
            PlayerAttackEndMessage endMsg = DataParser.ReadJsonData <PlayerAttackEndMessage>(args.BinaryUserData);
            ProcessPlayerData(endMsg);
            break;

        case Protocol.Type.GameSync:
            GameSyncMessage syncMessage = DataParser.ReadJsonData <GameSyncMessage>(args.BinaryUserData);
            ProcessSyncData(syncMessage);
            break;

        case Protocol.Type.GameMySync:
            Debug.Log("싱크 맞추기");
            GameMySyncMessage mySyncMessage = DataParser.ReadJsonData <GameMySyncMessage>(args.BinaryUserData);
            ProcessSyncData(mySyncMessage);
            break;

        case Protocol.Type.Calculation:
            CalculationMessage calMessage = DataParser.ReadJsonData <CalculationMessage>(args.BinaryUserData);
            ProcessCalData(calMessage);
            break;

        case Protocol.Type.Damaged:
            PlayerDamagedMessage damMessage = DataParser.ReadJsonData <PlayerDamagedMessage>(args.BinaryUserData);
            ProcessPlayerData(damMessage);
            break;

        case Protocol.Type.Stamina:
            PlayerStaminaMessage staMessage = DataParser.ReadJsonData <PlayerStaminaMessage>(args.BinaryUserData);
            ProcessPlayerData(staMessage);
            break;

        default:
            Debug.Log("Unknown protocol type");
            return;
        }
    }
Esempio n. 3
0
    public void SufferDamage(double Damage, Direction Direction)
    {
        PlayerDamagedMessage damagedMsg = new PlayerDamagedMessage(index, Damage, Direction);

        BackEndMatchManager.instance.SendDataToInGame(damagedMsg);
    }