Esempio n. 1
0
 public static new BlockUpdate decode(ref Lidgren.Network.NetIncomingMessage msg)
 {
     BlockUpdate bu = new BlockUpdate (Packet.decode (ref msg).ClientId);
     bu.added = msg.ReadBoolean ();
     bu.position = new Vector2f(msg.ReadFloat(), msg.ReadFloat());
     bu.blockType = msg.ReadByte();
     bu.layer = msg.ReadByte();
     return bu;
 }
Esempio n. 2
0
        private void Update(float frameTime)
        {
            if (inputManager.Input.LeftMouseButton) {
                BlockUpdate bu = new BlockUpdate(clientId);
                bu.Added = true;
                bu.Position = GetWorldMouse();
                bu.BlockType = (byte) blockType;
                bu.Layer = (byte) player.Layer;
                SendPacket(bu);
            }

            if (inputManager.Input.RightMouseButton) {
                BlockUpdate bu = new BlockUpdate(clientId);
                bu.Added = false;
                bu.Position = GetWorldMouse();
                bu.Layer = (byte) player.Layer;
                SendPacket(bu);
            }

            player.LookAt(GetWorldMouse());
            player.Update(frameTime, inputManager.Input);
            UpdateCam();

            UserMessage uMsg = new UserMessage(clientId);
            uMsg.Position = player.Position;
            uMsg.Ticktime = frameTime;
            uMsg.EyePosition = GetWorldMouse();
            uMsg.FallSpeed = player.FallSpeed;
            uMsg.Input = inputManager.Input;
            uMsg.Layer = (byte) player.Layer;
            uMsg.Nolcip = player.Noclip;
            SendPacket(uMsg);

            uMsgBuffer.insert(uMsg);
        }
Esempio n. 3
0
 private void SendFullWorldUpdate(NetConnection client)
 {
     int layer = 0;
     foreach (List<Cube> cubeList in map.CubeLists) {
         foreach (Cube c in cubeList) {
             BlockUpdate bu = new BlockUpdate(0);
             bu.Added = true;
             bu.Position = c.Position;
             bu.BlockType = (byte)c.type;
             bu.Layer = (byte)layer;
             SendPkt(bu, client, true);
         }
         layer++;
     }
 }