// 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; } }
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); }