// Sends a RPC to everyone at a position except for the given clientID
 public void SendRPC(RPC RPCToSend, World.Position position, List <string> clientIDsToIgnore)
 {
     // Find everyone in the same chunk and let them know
     foreach (KeyValuePair <string, Core.Player> playerEntry in world.players)
     {
         // If this player is at the same position but doesn't have the same name as the sender
         if (!clientIDsToIgnore.Contains(playerEntry.Key) && playerEntry.Value.controlledGameObject.position == position)
         {
             // Send an informational RPC to them letting them know
             SendRPC(RPCToSend, playerEntry.Key);
         }
     }
 }
Esempio n. 2
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 public static Packet TeleportPacket(byte id, World.Position pos)
 {
     return(TeleportPacket(id, (ushort)pos.X, (ushort)pos.Y, (ushort)pos.Z, pos.RotX, pos.RotY));
 }
Esempio n. 3
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 public static Packet SpawnPacket(byte id, string name, World.Position pos)
 {
     return(SpawnPacket(id, name, (ushort)pos.X, (ushort)pos.Y, (ushort)pos.Z, pos.RotX, pos.RotY));
 }