Esempio n. 1
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        /// <summary>
        /// Raises an event with the player's position data. 
        /// "isSendReliable"        decides if these events are reliable or unreliable.
        /// "Game.RaiseEncrypted"   decided if the event is encrypted.
        /// 
        /// Once more: Neither sending reliable nor encrypting this event makes sense in a game.
        /// Both is just done as showcase!
        /// </summary>
        /// <remarks>
        /// Each running client will know many players, but only one is the "local" one, which
        /// actually sends it's position! See Game.SendPostion(), which choses the local player only.
        /// </remarks>
        /// <param name="peer"></param>
        internal void SendEvMove(LitePeer peer)
        {
            if (peer == null)
            {
                return;
            }

            // prepare the event data we want to send
            // this could contain more key-values as needed by a game (think: rotation, y-coordinate)
            Hashtable eventContent = new Hashtable();
            eventContent.Add((byte)DemoEventKey.PlayerPositionX, (byte)this.posX);
            eventContent.Add((byte)DemoEventKey.PlayerPositionY, (byte)this.posY);

                // if encryption is turned off, we simply use OpRaiseEvent
                peer.OpRaiseEvent((byte)DemoEventCode.PlayerMove, eventContent, isSendReliable, (byte)0);
        }
Esempio n. 2
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        /// <summary>
        /// This method puts the "player info" into a Hashtable (a serializable Datatype for Photon)
        /// and calls LitePeer.OpRaiseEvent() to make the server send an event to others in the room.
        /// </summary>
        /// <remarks>The event we send here is handled by each client's Game.OnEvent().</remarks>
        /// <param name="peer"></param>
        internal void SendPlayerInfo(LitePeer peer)
        {
            if (peer == null)
            {
                return;
            }

            // Setting up the content of the event. Here we want to send a player's info: name and color.
            Hashtable evInfo = new Hashtable();
            evInfo.Add((byte)DemoEventKey.PlayerName, this.name);
            evInfo.Add((byte)DemoEventKey.PlayerColor, this.color);

            // The event's code must be of type byte, so we have to cast it. We do this above as well, to get routine ;)
            peer.OpRaiseEvent((byte)DemoEventCode.PlayerInfo, evInfo, true);
        }
Esempio n. 3
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 /// <summary>
 /// Called by Unity on start. We create and connect a new LiteLobbyPeer. 
 /// This makes the PhotonClient relatively autonomous.
 /// </summary>
 public virtual void Start()
 {
     this.Peer = new LitePeer(this);
     this.Connect();
 }