protected override void Read(OnlineReader Host) { LayerIndex = Host.ReadInt32(); ActiveRobotID = Host.ReadUInt32(); TargetRobotID = Host.ReadUInt32(); DamagePosition = new Vector2(Host.ReadFloat(), Host.ReadFloat()); Damage = Host.ReadInt32(); FinalHP = Host.ReadInt32(); IsPlayerControlled = Host.ReadBoolean(); }
protected override void Read(OnlineReader Sender) { RoomID = Sender.ReadString(); using (MemoryStream MS = new MemoryStream(Sender.ReadByteArray())) { using (BinaryReader BR = new BinaryReader(MS)) { int NumberOfPlayers = BR.ReadInt32(); for (int P = 0; P < NumberOfPlayers; ++P) { Player NewPlayer = new Player(); NewPlayer.ID = BR.ReadString(); NewPlayer.Name = BR.ReadString(); ListPlayer.Add(NewPlayer); } } } HasGame = Sender.ReadBoolean(); if (HasGame) { PlayerID = Sender.ReadUInt32(); ArrayGameData = Sender.ReadByteArray(); } }
protected override void Read(OnlineReader Host) { LayerIndex = Host.ReadInt32(); PlayerID = Host.ReadUInt32(); PositionX = Host.ReadFloat(); PositionY = Host.ReadFloat(); PlayerHP = Host.ReadInt32(); }
protected override void Read(OnlineReader Sender) { int ListLocalCharacterIDCount = Sender.ReadInt32(); for (int i = 0; i < ListLocalCharacterIDCount; ++i) { ListLocalCharacterID.Add(Sender.ReadUInt32()); } int ListAllCharacterIDCount = Sender.ReadInt32(); for (int i = 0; i < ListAllCharacterIDCount; ++i) { uint RobotID = Sender.ReadUInt32(); Player NewPlayer = new Player(Sender.ReadString(), Sender.ReadString(), Player.PlayerTypes.Online, true, Sender.ReadInt32()); DicAllPlayer.Add(RobotID, NewPlayer); } ArrayGameData = Sender.ReadByteArray(); }
protected override void Read(OnlineReader Host) { OwnerID = Host.ReadUInt32(); LayerIndex = Host.ReadInt32(); WeaponName = Host.ReadString(); GunNozzlePosition = new Vector2(Host.ReadFloat(), Host.ReadFloat()); int NumberOfBullets = Host.ReadInt32(); ListSpeed = new List <Vector2>(NumberOfBullets); for (int B = 0; B < NumberOfBullets; ++B) { ListSpeed.Add(new Vector2(Host.ReadFloat(), Host.ReadFloat())); } }
protected override void Read(OnlineReader Host) { LayerIndex = Host.ReadInt32(); PlayerID = Host.ReadUInt32(); PositionX = Host.ReadFloat(); PositionY = Host.ReadFloat(); SpeedX = Host.ReadFloat(); SpeedY = Host.ReadFloat(); ActiveMovementStance = Host.ReadString(); WeaponCount = Host.ReadInt32(); ListWeaponAngle = new List <float>(WeaponCount); for (int W = 0; W < WeaponCount; W++) { ListWeaponAngle.Add(Host.ReadFloat()); } }
protected override void Read(OnlineReader Sender) { PlayerID = Sender.ReadUInt32(); LayerIndex = Sender.ReadInt32(); Team = Sender.ReadInt32(); AIPath = Sender.ReadString(); EnemyPath = Sender.ReadString(); Position = new Vector2(Sender.ReadFloat(), Sender.ReadFloat()); int ListWeaponsCount = Sender.ReadInt32(); ListWeapons = new List <string>(ListWeaponsCount); for (int W = 0; W < ListWeaponsCount; ++W) { ListWeapons.Add(Sender.ReadString()); } }
public static GamePlayer ReadGamePlayer(OnlineReader Sender) { uint GamePlayerID = Sender.ReadUInt32(); int LayerIndex = Sender.ReadInt32(); Vector2 PlayerPosition = new Vector2(Sender.ReadFloat(), Sender.ReadFloat()); string PlayerID = Sender.ReadString(); string PlayerName = Sender.ReadString(); string PlayerType = Sender.ReadString(); int PlayerTeam = Sender.ReadInt32(); Player PlayerInfo = new Player(PlayerID, PlayerName, PlayerType, PlayerTeam); PlayerInfo.Equipment.CharacterType = Sender.ReadString(); /*PlayerInfo.Equipment.EquipedBooster =*/ Sender.ReadString(); PlayerInfo.Equipment.GrenadeType = Sender.ReadString(); /*PlayerInfo.Equipment.EquipedSecondaryWeapon = */ Sender.ReadString(); /*PlayerInfo.Equipment.EquipedWeaponOption =*/ Sender.ReadString(); /*PlayerInfo.Equipment.EquipedArmor =*/ Sender.ReadString(); return(new GamePlayer(GamePlayerID, null, LayerIndex, PlayerPosition, PlayerInfo)); }
protected override void Read(OnlineReader Host) { PlayerID = Host.ReadUInt32(); Input = Host.ReadString(); }
protected override void Read(OnlineReader Sender) { RoomPlayerID = Sender.ReadString(); InGamePlayerID = Sender.ReadUInt32(); }
protected override void Read(OnlineReader Sender) { PlayerID = Sender.ReadUInt32(); IsPlayerControlled = Sender.ReadBoolean(); }