public override void DoWrite(ByteWriter BW) { BW.AppendInt32(ActivePlayerIndex); BW.AppendInt32(ActiveSquadIndex); BW.AppendInt32(ActiveSquad.CurrentLeader.AttackIndex); BW.AppendInt32(ListAttackChoice.Count); for (int A = 0; A < ListAttackChoice.Count; ++A) { BW.AppendFloat(ListAttackChoice[A].X); BW.AppendFloat(ListAttackChoice[A].Y); BW.AppendInt32((int)ListAttackChoice[A].Z); } BW.AppendBoolean(BattlePreview != null); if (BattlePreview != null) { BW.AppendInt32(BattlePreview.PlayerIndex); BW.AppendInt32(BattlePreview.SquadIndex); } BW.AppendFloat(Map.CursorPosition.X); BW.AppendFloat(Map.CursorPosition.Y); BW.AppendFloat(Map.CursorPosition.Z); }
public override void DoWrite(ByteWriter BW) { BW.AppendFloat(Map.CursorPosition.X); BW.AppendFloat(Map.CursorPosition.Y); BW.AppendFloat(Map.CameraPosition.X); BW.AppendFloat(Map.CameraPosition.Y); }
public override void DoWrite(ByteWriter BW) { BW.AppendInt32(ActivePlayerIndex); BW.AppendInt32(ActiveSquadIndex); BW.AppendFloat(CursorPosition.X); BW.AppendFloat(CursorPosition.Y); BW.AppendFloat(CursorPosition.Z); }
public override void DoWrite(ByteWriter BW) { BW.AppendInt32(ListBuildSpot.Count); for (int B = 0; B < ListBuildSpot.Count; ++B) { BW.AppendFloat(ListBuildSpot[B].X); BW.AppendFloat(ListBuildSpot[B].Y); BW.AppendFloat(ListBuildSpot[B].Z); } }
public override void DoWrite(ByteWriter BW) { BW.AppendInt32(ActivePlayerIndex); BW.AppendInt32(ActiveSquadIndex); BW.AppendFloat(LastPosition.X); BW.AppendFloat(LastPosition.Y); BW.AppendInt32((int)LastPosition.Z); BW.AppendFloat(LastCameraPosition.X); BW.AppendFloat(LastCameraPosition.Y); BW.AppendFloat(LastCameraPosition.Z); }
public override void DoWrite(ByteWriter BW) { BW.AppendInt32(ListMVChoice.Count); for (int M = 0; M < ListMVChoice.Count; ++M) { BW.AppendFloat(ListMVChoice[M].Position.X); BW.AppendFloat(ListMVChoice[M].Position.Y); BW.AppendInt32((int)ListMVChoice[M].Position.Z); } }
public override void DoWrite(ByteWriter BW) { BW.AppendInt32(ActivePlayerIndex); BW.AppendInt32(ActiveSquadIndex); BW.AppendInt32(ActiveSquad.CurrentLeader.AttackIndex); BW.AppendInt32(ListAttackChoice.Count); for (int A = 0; A < ListAttackChoice.Count; ++A) { BW.AppendFloat(ListAttackChoice[A].X); BW.AppendFloat(ListAttackChoice[A].Y); BW.AppendInt32((int)ListAttackChoice[A].Z); } }
public override byte[] GetSnapshotData() { ByteWriter BW = new ByteWriter(); BW.AppendInt32(ListAllPlayer.Count); foreach (Player ActivePlayer in ListAllPlayer) { BW.AppendString(ActivePlayer.ConnectionID); BW.AppendString(ActivePlayer.Name); BW.AppendInt32(ActivePlayer.Team); BW.AppendBoolean(ActivePlayer.IsPlayerControlled); BW.AppendByte(ActivePlayer.Color.R); BW.AppendByte(ActivePlayer.Color.G); BW.AppendByte(ActivePlayer.Color.B); BW.AppendByte(ActivePlayer.LocalPlayerIndex); BW.AppendInt32(ActivePlayer.ListSquad.Count); foreach (Squad ActiveSquad in ActivePlayer.ListSquad) { BW.AppendFloat(ActiveSquad.X); BW.AppendFloat(ActiveSquad.Y); BW.AppendFloat(ActiveSquad.Z); BW.AppendBoolean(ActiveSquad.IsPlayerControlled); BW.AppendInt32(ActiveSquad.UnitsInSquad); for (int U = 0; U < ActiveSquad.UnitsInSquad; ++U) { Unit ActiveUnit = ActiveSquad.At(U); BW.AppendString(ActiveUnit.UnitTypeName); BW.AppendString(ActiveUnit.RelativePath); BW.AppendInt32(ActiveUnit.ArrayCharacterActive.Length); for (int C = 0; C < ActiveUnit.ArrayCharacterActive.Length; ++C) { BW.AppendString(ActiveUnit.ArrayCharacterActive[C].FullName); } } } } BW.AppendString(BattleMapPath); byte[] Data = BW.GetBytes(); BW.ClearWriteBuffer(); return(Data); }
public override void DoWrite(ByteWriter BW) { BW.AppendFloat(PlayerUnit.X); BW.AppendFloat(PlayerUnit.Y); BW.AppendInt32((int)PlayerUnit.Z); }