public override void SendToLocalGameObject(FFBasePacket package, GameObject go) { FFPacket <EventType> sentPackage = (FFPacket <EventType>)package; FFPacket <EventType> .Decrypt(ref sentPackage.message); switch (package.packetInstructions) { case FFPacketInstructionFlags.MessageBoardGameObjectSend: FFMessageBoard <EventType> .SendToLocal(sentPackage.message, go); break; case FFPacketInstructionFlags.MessageBoardGameObjectSendDown: FFMessageBoard <EventType> .SendToLocalDown(sentPackage.message, go); break; case FFPacketInstructionFlags.MessageBoardGameObjectSendUp: FFMessageBoard <EventType> .SendToLocalUp(sentPackage.message, go); break; case FFPacketInstructionFlags.MessageBoardGameObjectSendToAllConnected: FFMessageBoard <EventType> .SendToLocalToAllConnected(sentPackage.message, go); break; default: break; } }
void OnCollisionEnter2D(Collision2D coll) { if (FFServer.isLocal) { if (Damage > 0) { // Send Messages ExHealth.ApplyHealthEvent e; e.amount = -Damage; e.time = (float)FFSystem.time; e.group = DamageGroup; FFMessageBoard <ExHealth.ApplyHealthEvent> .SendToLocalUp(e, coll.gameObject); FFMessageBoard <ExHealth.ApplyHealthEvent> .SendToNetUp(e, coll.gameObject, true); if (DestroyOnCollision) { gameObject.Destroy(); } } } }