コード例 #1
0
    // Update is called once per frame
    void Update()
    {
        if (client == null || !client.loggedIn)
        {
            return;
        }
        updateTime += Time.deltaTime;
        if (updateTime < 0.1)
        {
            return;
        }
        if (!playerObject.transform.position.Equals(previousSent) || playerObject.transform.rotation.y != previousYaw || playerObject.transform.rotation.x != previousPitch)
        {
            ClientMovementMessage msg = new ClientMovementMessage();
            Vector3 savedPosition     = playerObject.transform.position;
            msg.X     = savedPosition.x;
            msg.Y     = savedPosition.y;
            msg.Z     = savedPosition.z;
            msg.Yaw   = playerObject.transform.rotation.eulerAngles.y;
            msg.Pitch = playerObject.transform.FindChild("FirstPersonCharacter").rotation.eulerAngles.x;

            /*Debug.Log("Position and rotation in engine: " + string.Format("({0}, {1}, {2}) # {3}, {4}", savedPosition.x, savedPosition.y, savedPosition.z, playerObject.transform.rotation.y, playerObject.transform.rotation.x));
             * Debug.Log("Updating position and rotation: " + string.Format("({0}, {1}, {2}) # {3}, {4}", msg.X, msg.Y, msg.Z, msg.Yaw, msg.Pitch));
             * Debug.Log("========");*/
            client.sendMessage(msg);

            previousSent  = savedPosition;
            previousYaw   = playerObject.transform.localEulerAngles.y;
            previousPitch = playerObject.transform.localEulerAngles.x;
            updateTime    = 0f;
        }
    }
コード例 #2
0
        public void handle(CloudLandClient client, IMessage messageReceived)
        {
            ServerHandshakeMessage message = (ServerHandshakeMessage)messageReceived;

            if (!message.Success)
            {
                UnityEngine.Debug.Log("Failed to handshake, reason: " + message.Message);
                return;
            }
            UnityEngine.Debug.Log("success handshaked! ");
            ClientAuthenticateMessage auth = new ClientAuthenticateMessage();

            auth.UserId = 0;
            auth.Token  = "random token";
            client.sendMessage(auth);
        }