コード例 #1
0
        // --------------- Actions handlers -----------------

        public void SyncTurnActions(GameLogicClient game)
        {
            ClientRegisterTurnActionsMessage msg = new ClientRegisterTurnActionsMessage();

            msg.gameId   = game.gameId;
            msg.userId   = user.userId;
            msg.userName = user.userName;
            msg.actions  = game.generateTurnActionsJSON();
            client.Send(ClientRegisterTurnActionsMessage.ID, msg);
            Debug.Log("Client sent RegisterTurnActions");
        }
コード例 #2
0
ファイル: Game1v1.cs プロジェクト: Remonade/GDWC
    public void LoadGame(Dictionary <string, object> args)
    {
        ServerJoinGameResponseMessage msg = (ServerJoinGameResponseMessage)args["msg"];

        if (msg.hasJoined)
        {
            gameLogic             = new GameLogicClient(msg.mapId);
            gameLogic.game1v1     = this;
            gameLogic.gameId      = msg.gameId;
            gameLogic.currentTurn = msg.currentTurn;
            NetworkMasterClient.user.currentGameId = gameLogic.gameId;
            for (int i = 0; i < msg.cellIds.Length; i++)
            {
                ulong  playerId      = msg.playerIds[i];
                int    cellId        = msg.cellIds[i];
                int    entityId      = msg.entityIds[i];
                string displayedName = msg.displayedNames[i];
                float  r             = msg.r[i];
                float  g             = msg.g[i];
                float  b             = msg.b[i];

                Player newPlayer = spawnPlayer(playerId, cellId, entityId, displayedName, r, g, b);
                if (msg.clientPlayerId == playerId)
                {
                    NetworkMasterClient.user.player = newPlayer;
                    gameLogic.localPlayer           = newPlayer;
                    localPlayer = newPlayer;
                    //GUIManager.gui.linkWithLocalEntity(NetworkMasterClient.user.player.playerEntity);
                }
                newPlayer.playerEntity.initSpell(msg.spellIds);
            }
            NetworkMasterClient.singleton.ClientReadyToPlay();
        }
        else
        {
            Debug.LogError("Failed to join game.");
        }
    }