public void WriteToBuffer(SerializationBuffer buf, bool mustBeFullState) { buf.WriteFloat(MoveAxisForward); buf.WriteFloat(MoveAxisRight); buf.WriteQuaternion(CameraRotation); buf.WriteBool(JumpDown); buf.WriteBool(Fire); }
public void Serialize(SerializationBuffer buf) { buf.SeekZero(); buf.WriteInt((int)NetworkMessageID.PlayerAdd); buf.WriteBool(Add); buf.WriteBool(ForLocalPlayer); buf.WriteInt(PlayerId); buf.WriteString(PlayerName); }
public void Serialize(SerializationBuffer buf) { buf.SeekZero(); buf.WriteInt((int)NetworkMessageID.SpawnPlayer); buf.WriteInt(PlayerId); buf.WriteBool(IsLocalPlayer); }
public void WriteToBuffer(SerializationBuffer buf, bool mustBeFullState) { int characterStatesCount = CharacterStates.Count; buf.WriteInt(characterStatesCount); for (int i = 0; i < characterStatesCount; i++) { buf.WriteInt(CharacterStates[i].DataId); buf.WriteVector3(CharacterStates[i].DataStruct.MotorState.Position); buf.WriteQuaternion(CharacterStates[i].DataStruct.MotorState.Rotation); buf.WriteVector3(CharacterStates[i].DataStruct.MotorState.BaseVelocity); buf.WriteBool(CharacterStates[i].DataStruct.IsStunned); } }