コード例 #1
0
ファイル: WorldBuilder.cs プロジェクト: zukeru/ageofasura
    /// <summary>
    /// Handles the Claim Action Message from the server. Passes the data onto the voxel editor.
    /// </summary>
    /// <param name="props">Properties.</param>
    public void ClaimObjectMessage(Dictionary<string, object> props)
    {
        int objectID = (int)props["id"];
        string prefabName = (string)props["gameObject"];
        Vector3 loc = (Vector3)props["loc"];
        Quaternion orient = (Quaternion)props["orient"];
        int claimID = (int)props["claimID"];
        //string state = (string)props["state"];

        AtavismLogger.LogDebugMessage("Got claim object: " + gameObject);
        //SpawnClaimObject(objectID, claimID, prefabName, loc, orient);
        ClaimObjectData objectData = new ClaimObjectData();
        objectData.objectID = objectID;
        objectData.claimID = claimID;
        objectData.prefabName = prefabName;
        objectData.loc = loc;
        objectData.orient = orient;
        objectData.state = "";
        objectsToLoad.Add(objectData);
    }
コード例 #2
0
ファイル: WorldBuilder.cs プロジェクト: zukeru/ageofasura
 /// <summary>
 /// Handles the Claim Action Bulk Message which is used to transfer large amounts of actions at once.
 /// </summary>
 /// <param name="props">Properties.</param>
 public void ClaimObjectBulkMessage(Dictionary<string, object> props)
 {
     int numObjects = (int)props["numObjects"];
     AtavismLogger.LogDebugMessage("Got numObjects: " + numObjects);
     for (int i = 0; i < numObjects; i++) {
         string actionString = (string)props["object_" + i];
         string[] actionData = actionString.Split(';');
         string objectID = actionData[0];
         string claimID = actionData[1];
         string gameObject = actionData[2];
         string[] locData = actionData[3].Split(',');
         Vector3 loc = new Vector3(float.Parse(locData[0]), float.Parse(locData[1]), float.Parse(locData[2]));
         string[] normalData = actionData[4].Split(',');
         Quaternion orient = new Quaternion(float.Parse(normalData[0]), float.Parse(normalData[1]), float.Parse(normalData[2]), float.Parse(normalData[3]));
         string state = actionData[5];
         //SpawnClaimObject(int.Parse(objectID), int.Parse(claimID), gameObject, loc, orient);
         ClaimObjectData objectData = new ClaimObjectData();
         objectData.objectID = int.Parse(objectID);
         objectData.claimID = int.Parse(claimID);
         objectData.prefabName = gameObject;
         objectData.loc = loc;
         objectData.orient = orient;
         objectData.state = state;
         objectsToLoad.Add(objectData);
     }
 }