Esempio n. 1
0
    public void SendSheepMovementMessage(string _sheepID, Vector3 _position, Quaternion _rotation, float _timeTolerp, int anim_index)
    {
        SheepMovementMessage _msg = new SheepMovementMessage()
        {
            objectPosition      = _position,
            objectRotation      = _rotation,
            objectTransformName = _sheepID,
            time            = _timeTolerp,
            objectAnimation = anim_index
        };

        //NetworkServer.SendToAll(sheep_movement_msg, _msg);
        NetworkManager.singleton.client.Send(sheep_movement_msg, _msg);
    }
    public void processSheepMovementMessage(SheepMovementMessage _msg)
    {
        //server does not care about sheep movement receiving messages
        if (isServer)
        {
            return;
        }

        GameObject sheep = GameObject.Find(_msg.objectTransformName);

        if (sheep != null)
        {
            SheepMovement sheep_movement = sheep.GetComponent <SheepMovement>();

            if (sheep_movement.getState() != (int)State.Unavailable)
            {
                sheep_movement.localMove(_msg.objectPosition, _msg.objectRotation, _msg.time, _msg.objectAnimation);
            }
        }
    }
Esempio n. 3
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    //recebe do servidor movement de uma ovelha
    private void OnReceiveSheepMovementMessage(NetworkMessage _message)
    {
        SheepMovementMessage _msg = _message.ReadMessage <SheepMovementMessage>();

        sheepManager.GetComponent <SheepAI>().processSheepMovementMessage(_msg);
    }
Esempio n. 4
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    public void SendSheepMovement(NetworkMessage _message)
    {
        SheepMovementMessage _msg = _message.ReadMessage <SheepMovementMessage>();

        NetworkServer.SendToAll(sheep_movement_msg, _msg);
    }