/// <summary> /// Called when a remote player disconnects from the server. /// </summary> void ClientNetworkManager_OnPlayerDisconnected(object sender, NetworkManager.PlayerDisconnectedEventArgs e) { //Obtain Player Object Reference var remotePlayer = Player.GetPlayerFromId(e.uniqueID); // Remove player Player.RemovePlayer(remotePlayer); #if DEBUG && !PSM //Log player disconnect. Console.WriteLine("Remote Player Disconnected: Name: {0} ID: {1}", remotePlayer.Name, remotePlayer.UniqueID); #endif }
/// <summary> /// Called once when remote player attacks. /// </summary> void ClientNetworkManager_OnPlayerAttack(object sender, NetworkManager.PlayerAttackEventArgs e) { // Get remote player. var remotePlayer = Player.GetPlayerFromId(e.uniqueID); // Update position and rotation. remotePlayer.Position = new Vector2(e.posX, e.posY); remotePlayer.FacingDirection = e.facingDirection; #if DEBUG && !PSM //Log player disconnect. Console.WriteLine("Remote Player Attacked: Name: {0} ID: {1}", remotePlayer.Name, remotePlayer.UniqueID); #endif }
/// <summary> /// Called once for each remote player (per/net-cycle) if moved. /// </summary> void ClientNetworkManager_OnPlayerMove(object sender, NetworkManager.PlayerMoveEventArgs e) { // Get remote player var remotePlayer = Player.GetPlayerFromId(e.uniqueID); // Set remote player position remotePlayer.Position = new Vector2(e.posX, e.posY); // Set player rotation remotePlayer.FacingDirection = e.facingDirection; #if DEBUG && !PSM //Log player Movement. //Console.WriteLine("Remote Player Moved: Name: {0} ID: {1}", remotePlayer.Name, remotePlayer.UniqueID); #endif }