コード例 #1
0
    public static void PlayerPetrificationCommandReceived(int fromClient, Packet packet)
    {
        int playerIdPetrified = packet.ReadInt();
        int sequenceNumber    = packet.ReadInt();

        PetrificationCommand petrificationCommand = new PetrificationCommand(sequenceNumber, playerIdPetrified);

        Server.clients[fromClient].serverMasterController.AccumulatePetrificationRequestFromServer(petrificationCommand);
    }
コード例 #2
0
    public static void PetrifyPlayer(PetrificationCommand petrificationCommand)
    {
        using (Packet packet = new Packet((int)ClientPackets.playerPetrifyCommand))
        {
            packet.Write(petrificationCommand.playerIdPetrified);
            packet.Write(petrificationCommand.sequenceNoForPetrificationCommand);

            SendTCPData(packet);
        }
    }
コード例 #3
0
 //Is called from client
 public void PetrificationCommandRegister(int petrifiedByActorId)
 {
     //if (IsInSpawnJarTerritory)
     //{
     //    health = maxHealth;
     //    return;
     //}
     if (!isPushed)
     {
         PetrificationCommand petrificationCommand = new PetrificationCommand(ClientSideGameManager.players[petrifiedByActorId].masterController.localPlayer.GetLocalSequenceNo(), ownerId);
         ClientSend.PetrifyPlayer(petrificationCommand);
     }
 }
コード例 #4
0
 public void AccumulatePetrificationRequestFromServer(PetrificationCommand petrificationCommand)
 {
     if (petrificationCommand.sequenceNoForPetrificationCommand > playerSequenceNumberProcessed)
     {
         PetrificationCommand dataPackage;
         if (petrificationRequestReceivedFromServerDic.TryGetValue(petrificationCommand.sequenceNoForPetrificationCommand, out dataPackage))
         {
             Debug.Log("<color=orange>AccumulatePetrificationRequestFromServer dataPackage already exists for sequence no. </color>" + dataPackage.sequenceNoForPetrificationCommand);
         }
         else
         {
             Debug.Log("<color=green>AccumulatePetrificationRequestFromServer Added successfully to processing buffer dic </color>" + playerSequenceNumberProcessed);
             petrificationRequestReceivedFromServerDic.Add(petrificationCommand.sequenceNoForPetrificationCommand, petrificationCommand);
         }
     }
     else
     {
         Debug.Log("<color=red>AccumulatePetrificationRequestFromServer Already processed this sequence no </color>" + playerSequenceNumberProcessed + " got the sequence for : " + petrificationCommand.sequenceNoForPetrificationCommand);
     }
 }