Esempio n. 1
0
    public void SendingPosition(Vector3 pos, Vector3 rot)
    {
        PlayerInputMsg m = new PlayerInputMsg();

        m.position = pos;
        m.rotation = rot;
        SendToServer(JsonUtility.ToJson(m));
    }
    void OnData(DataStreamReader stream)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            Debug.Log("Handshake message received!");
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("Player update message received!");
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("Server update message received!");
            break;

        //***
        case Commands.NEW_PLAYER:
            NewPlayer neMsg = JsonUtility.FromJson <NewPlayer>(recMsg);
            Debug.Log("New Player Joining!");
            if (P_ID != neMsg.ID)
            {
                Instantiate(Player, new Vector3(5.0f, 0.0f, 0.0f), Quaternion.identity);
            }
            break;

        case Commands.PLAYER_INPUT:
            PlayerInputMsg move = JsonUtility.FromJson <PlayerInputMsg>(recMsg);
            Debug.Log("Player moving!");
            foreach (GameObject cp in GameObject.FindGameObjectsWithTag("Player"))
            {
                if (cp != self)
                {
                    cp.transform.position = move.move;
                }
            }
            break;

        default:
            Debug.Log("Unrecognized message received!");
            break;
        }
    }
Esempio n. 3
0
    void OnData(DataStreamReader stream, int i)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            Debug.Log("Handshake message received!");
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("Player update message received!");
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("Server update message received!");
            break;

        //***
        case Commands.NEW_PLAYER:
            NewPlayer neMsg = JsonUtility.FromJson <NewPlayer>(recMsg);
            Debug.Log("New Player Joining!");
            N_Player.Add(neMsg);
            foreach (NetworkConnection cp in m_Connections)
            {
                SendToClient(JsonUtility.ToJson(neMsg), cp);
            }
            break;

        case Commands.PLAYER_INPUT:
            PlayerInputMsg move = JsonUtility.FromJson <PlayerInputMsg>(recMsg);
            Debug.Log("Player moving!");
            foreach (NetworkConnection cp in m_Connections)
            {
                SendToClient(JsonUtility.ToJson(move), cp);
            }
            break;


        default:
            Debug.Log("SERVER ERROR: Unrecognized message received!");
            break;
        }
    }
    //player moving
    public void PlayerMove(GameObject s)
    {
        PlayerInputMsg PM = new PlayerInputMsg();

        /*
         * Vector2 movementVector = new Vector2(Input.GetAxis("Horizontal"),
         *                                   Input.GetAxis("Vertical"));
         * movementVector *= speed;
         * PM.move = s.transform.position= movementVector;*/
        PM.move = s.transform.position;
        PM.ID   = P_ID;


        SendToServer(JsonUtility.ToJson(PM));
    }
    void OnData(DataStreamReader stream, int i)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        int index = MatchPlayerWithId(m_Connections[i].InternalId.ToString());

        switch (header.cmd)
        {
        case Commands.PLAYER_INPUT:
            PlayerInputMsg input = JsonUtility.FromJson <PlayerInputMsg>(recMsg);
            plMsg.players[index].cubePos = input.position;
            plMsg.players[index].cubeRot = input.rotation;
            msgInterval[index]           = Time.deltaTime;
            break;

        default:
            Debug.Log("SERVER ERROR: Unrecognized message received!");
            break;
        }
    }
Esempio n. 6
0
 private void SyncPlayerInput(int playerID, PlayerInputMsg msg)
 {
     Debug.Log(System.String.Format("Player {0} sync input", playerID));
 }