//This method is called when receiving remote transform // We update lastState here to know last received transform state void ReceiveTransform(EsObject data) { Debug.Log("ReceiveTransform. receiveMode = " + receiveMode.ToString()); if (receiveMode) { Vector3 pos = NetworkTransform.getPlayerPosition(data); Quaternion rot = NetworkTransform.getPlayerRotation(data); lastState.InitFromValues(pos, rot); // Adding next received state to the queue NetworkTransform nextState = new NetworkTransform(this.gameObject); nextState.InitFromValues(pos, rot); queue.Enqueue(nextState); } }
public void ReceiveTransform(SFSObject data) { Player player = base.gameObject.GetComponent("Player") as Player; if (receiveMode && player.mAmReady) { Vector3 pos = new Vector3(Convert.ToSingle(data.GetFloat("x")), Convert.ToSingle(data.GetFloat("y")) + yAdjust, 0f); int currentState = Convert.ToInt32(data.GetInt("moveState")); float armAngle = Convert.ToSingle(data.GetFloat("armAngle")); int moveDir = Convert.ToInt32(data.GetInt("moveDir")); float faceTargetDir = Convert.ToSingle(data.GetFloat("faceTargetDir")); NetworkTransform networkTransform = new NetworkTransform(base.gameObject); networkTransform.InitFromValues(pos, currentState, armAngle, moveDir, faceTargetDir); queue.Enqueue(networkTransform); } }
//This method is called when receiving remote transform // We update lastState here to know last received transform state void ReceiveTransform(SFSObject data) { if (receiveMode) { Vector3 pos = new Vector3(Convert.ToSingle(data.GetNumber("x")), Convert.ToSingle(data.GetNumber("y"))+yAdjust, Convert.ToSingle(data.GetNumber("z")) ); Quaternion rot = new Quaternion(Convert.ToSingle(data.GetNumber("rx")), Convert.ToSingle(data.GetNumber("ry")), Convert.ToSingle(data.GetNumber("rz")), Convert.ToSingle(data.GetNumber("w")) ); lastState.InitFromValues(pos, rot); // Adding next received state to the queue NetworkTransform nextState = new NetworkTransform(this.gameObject); nextState.InitFromValues(pos, rot); queue.Enqueue(nextState); } }
//This method is called when receiving remote transform // We update lastState here to know last received transform state void ReceiveTransform(SFSObject data) { Debug.Log("ReceiveTransform()"); if (receiveMode) { Vector3 pos = new Vector3(Convert.ToSingle(data.GetNumber("x")), Convert.ToSingle(data.GetNumber("y")), Convert.ToSingle(data.GetNumber("z")) ); Quaternion rot = new Quaternion( Convert.ToSingle(0.0), Convert.ToSingle(data.GetNumber("ry")), Convert.ToSingle(0.0), Convert.ToSingle(data.GetNumber("w")) ); lastState.InitFromValues(pos, rot); // Adding next received state to the queue NetworkTransform nextState = new NetworkTransform(this.gameObject); nextState.InitFromValues(pos, rot); queue.Enqueue(nextState); Debug.Log("queue length: "+Convert.ToString(queue.Count)); } }