// Update is called once per frame void Update() { pre_Info.skill = new bool[4]; player_Info.playerPos = transform.position; player_Info.playerRot = transform.rotation; player_Info.health = player_Health.cuurenthealth; player_Info.shoot = player_Shoot.shoot; player_Info.walking = player_Move.GetWalking(); player_Info.death = player_Health.isDeadF(); player_Info.skill[0] = player_skill.MultiActive(); player_Info.skill[1] = player_skill.BoomActive(); player_Info.skill[3] = player_skill.AccelS(); if (GameObject.FindGameObjectsWithTag("SkillAim").Length > 0) { player_Info.skill[2] = player_skill.GetCannonAim().GetComponent <CannonBarrage>().Active(); player_Info.CannonPos = player_skill.GetCannonAim().transform.position; } else { player_Info.skill[2] = false; } if (Vector3.SqrMagnitude(player_Info.playerPos - pre_Info.pos) > 0.01f) { pre_Info.pos = player_Info.playerPos; send = true; } if (pre_Info.rot != player_Info.playerRot) { pre_Info.rot = player_Info.playerRot; send = true; } if (pre_Info.hp != player_Info.health) { pre_Info.hp = player_Info.health; send = true; } if (pre_Info.shoot != player_Info.shoot) { pre_Info.shoot = player_Info.shoot; send = true; } if (pre_Info.walking != player_Info.walking) { pre_Info.walking = player_Info.walking; send = true; } if (pre_Info.death != player_Info.death) { pre_Info.death = player_Info.death; send = true; } if (pre_Info.skill[0] != player_Info.skill[0]) { pre_Info.skill[0] = player_Info.skill[0]; send = true; } if (pre_Info.skill[1] != player_Info.skill[1]) { pre_Info.skill[1] = player_Info.skill[1]; send = true; } if (pre_Info.skill[2] != player_Info.skill[2]) { pre_Info.skill[2] = player_Info.skill[2]; send = true; } if (pre_Info.skill[3] != player_Info.skill[3]) { pre_Info.skill[3] = player_Info.skill[3]; send = true; } if (pre_Info.cpos != player_Info.CannonPos) { pre_Info.cpos = player_Info.CannonPos; send = true; } }