//recv push puzzle public void OnRecvPushPuzzle_Server(NetworkMessage netMsg) { PushPuzzleRoomMessage msg = netMsg.ReadMessage <PushPuzzleRoomMessage>(); Debug.Log("Host/ServerRecv_PushPuzzle_" + msg.connectionId + ": room_" + msg.roomId); msg.objectivePos = Global.Instance.roomGen.GetRoomList()[msg.roomId].GetComponent <PushPuzzleRoomScript>().GetObjectivePos(); msg.targetPos = Global.Instance.roomGen.GetRoomList()[msg.roomId].GetComponent <PushPuzzleRoomScript>().GetTargetPos(); SendPushPuzzle_S2C(msg.connectionId, msg.roomId, msg.objectivePos, msg.targetPos); }
public void OnRecvPushPuzzle_Client(NetworkMessage netMsg) { if (Global.Instance.player.GetComponent <NetworkIdentity>().isServer) { return; } PushPuzzleRoomMessage msg = netMsg.ReadMessage <PushPuzzleRoomMessage>(); Debug.Log("ClientRecv_PushPuzzle_" + index + ": room_" + msg.roomId); Global.Instance.roomGen.GetRoomList()[msg.roomId].GetComponent <PushPuzzleRoomScript>().SetObjectivePos(msg.objectivePos); Global.Instance.roomGen.GetRoomList()[msg.roomId].GetComponent <PushPuzzleRoomScript>().SetTargetPos(msg.targetPos); }
public void SendPushPuzzle_S2C(int _connectionId, int _roomId, Vector3 _objectivePos, Vector3 _targetPos) { PushPuzzleRoomMessage msg = new PushPuzzleRoomMessage(); msg.connectionId = _connectionId; msg.roomId = _roomId; msg.objectivePos = _objectivePos; msg.targetPos = _targetPos; if (NetworkServer.active) { NetworkServer.SendToAll(MyMsgType.pushPuzzleMsgType_server, msg); } //NetworkServer.SendToClient(_connectionId, MyMsgType.pushPuzzleMsgType_server, msg); }
public void SendPushPuzzle_C2S(int _roomId) { if (Global.Instance.player.GetComponent <NetworkIdentity>().isServer) { return; } Debug.Log("SendPushPuzzle_C2S_" + index); PushPuzzleRoomMessage msg = new PushPuzzleRoomMessage(); msg.roomId = _roomId; msg.connectionId = index; //send to server myClient.Send(MyMsgType.pushPuzzleMsgType_client, msg); }