Esempio n. 1
0
    //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);
    }
Esempio n. 2
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    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);
    }
Esempio n. 3
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    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);
    }
Esempio n. 4
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    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);
    }