private static void Send(string packet) { if (NetworkingManager.TCP_Send(packet, 256) < 0) { Debug.Log("[Debug]: SelectTeam(): Packet sending failed\n"); } }
/*--------------------------------------------------------------------------------------------------------------------- * -- METHOD: PlayerDied * -- * -- DATE: March 25th, 2016 * -- * -- REVISIONS: N/A * -- * -- DESIGNER: Carson Roscoe * -- * -- PROGRAMMER: Carson Roscoe * -- * -- INTERFACE: void PlayerDied(void) * -- * -- RETURNS: void * -- * -- NOTES: * -- Handles our player dying, sending out a packet telling everyone we have died, sending to the server a "Game Over" * -- packet if our player is the aman, colourizing the screen and overall cleanup in regards to our player. * ---------------------------------------------------------------------------------------------------------------------*/ public void PlayerDied() { GameData.EnemyTeamKillCount++; NetworkingManager.send_next_packet(DataType.Killed, GameData.MyPlayer.PlayerID, new List <Pair <string, string> >(), Protocol.TCP); GameData.PlayerPosition.Remove(GameData.MyPlayer.PlayerID); GameData.GameState = GameState.Dying; HUD_Manager.instance.colourizeScreen.PlayerDied(); Debug.Log("You have died"); instance.player = null; if (GameData.MyPlayer.PlayerID == GameData.AllyKingID) { NetworkingManager.TCP_Send(NetworkingManager.send_next_packet(DataType.Lobby, 10, new List <Pair <string, string> >(), Protocol.NA), 512); GameLost(); } if (GameData.MyPlayer.PlayerID == GameData.EnemyKingID) { NetworkingManager.TCP_Send(NetworkingManager.send_next_packet(DataType.Lobby, 10, new List <Pair <string, string> >(), Protocol.NA), 512); GameWon(); } }