private void UpdatePaddlePosition(bool increaseX) { if (gameModel == null) { return; } this.movePaddleFunction(increaseX); // storing the input long currentTick = gameModel.currentTick; PaddleMovementRequest paddleMovementRequest = new PaddleMovementRequest(); paddleMovementRequest.gameId = gameId; paddleMovementRequest.paddle = paddleModel; paddleMovementRequest.playerNumber = playerNumber; paddleMovementRequest.tick = currentTick; List <PaddleMovementRequest> listOfMovements = null; if (!inputs.ContainsKey(currentTick)) { inputs.Add(currentTick, new List <PaddleMovementRequest> ()); } listOfMovements = inputs [currentTick]; listOfMovements.Add(paddleMovementRequest); inputs[currentTick] = listOfMovements; }
public PaddleMovementRequest GetPaddlePosition() { PaddleMovementRequest paddleMovementRequest = new PaddleMovementRequest(); paddleMovementRequest.gameId = gameId; paddleMovementRequest.paddle = paddleModel; paddleMovementRequest.playerNumber = playerNumber; paddleMovementRequest.tick = gameModel.currentTick; return(paddleMovementRequest); }
/// <summary> /// Processes the remote paddle movement /// </summary> /// <param nam e="paddleMovementRequest">Paddle movement request.</param> private void ProcessPaddleMovement(PaddleMovementRequest paddleMovementRequest) { Debug.Log("Process Paddle Movement: " + JsonUtility.ToJson(paddleMovementRequest)); if (paddleMovementRequest.playerNumber == 1) { gameLogic.paddle1 = paddleMovementRequest.paddle; } else { gameLogic.paddle2 = paddleMovementRequest.paddle; } }