/* Send over a Trigger to spawn enemies */ public void TriggerEnemySpawn() { byte evCode = 12; // send in Player name byte[] store = Packet_Serialisation.GetInstance().SerializeCustomObjects(player); PhotonNetwork.RaiseEvent(evCode, store, true, null); //Debug.Log("Message sent in TriggerEnemySpawn : " + evCode); }
/* Send to Server Player Info - Name, Pos and Health */ public void SendPlayerInfo(GameObject _playerToSet) { // code of the event byte evCode = 11; // set player info _playerToSet.GetComponent <CustomObjectBase>().InitCustomObjectBase(); _playerToSet.GetComponent <CustomObjectBase>().SetTargetPacket(PhotonNetwork.playerName); _playerToSet.GetComponent <CustomObjectBase>().SetName(PhotonNetwork.playerName); _playerToSet.GetComponent <CustomObjectBase>().SetPosition(m_playerPos); _playerToSet.GetComponent <CustomObjectBase>().SetHealth(player.GetComponentInChildren <Health>().PlayerHealth); // raise event to send ( nid serialise first to make into byte array ) byte[] content = Packet_Serialisation.GetInstance().SerializeCustomObjects(_playerToSet); PhotonNetwork.RaiseEvent(evCode, content, true, null); }
/// <summary> /// Get the instance of this class /// </summary> public static Packet_Serialisation GetInstance() { if (Instance == null) Instance = new Packet_Serialisation(); return Instance; }