Inheritance: UnityEngine.Networking.MessageBase
コード例 #1
0
 internal void HandleAnimMsg(AnimationMessage msg, NetworkReader reader)
 {
     if (!base.hasAuthority)
     {
         if (msg.stateHash != 0)
         {
             this.m_Animator.Play(msg.stateHash, 0, msg.normalizedTime);
         }
         this.ReadParameters(reader, false);
     }
 }
コード例 #2
0
 private void FixedUpdate()
 {
     if (this.m_ParameterWriter != null)
     {
         int num;
         float num2;
         this.CheckSendRate();
         if (this.CheckAnimStateChanged(out num, out num2))
         {
             AnimationMessage msg = new AnimationMessage {
                 netId = base.netId,
                 stateHash = num,
                 normalizedTime = num2
             };
             this.m_ParameterWriter.SeekZero();
             this.WriteParameters(this.m_ParameterWriter, false);
             msg.parameters = this.m_ParameterWriter.ToArray();
             if (base.hasAuthority || (ClientScene.readyConnection != null))
             {
                 ClientScene.readyConnection.Send(40, msg);
             }
             else if (base.isServer && !base.localPlayerAuthority)
             {
                 NetworkServer.SendToReady(base.gameObject, 40, msg);
             }
         }
     }
 }
コード例 #3
0
 private void FixedUpdate()
 {
   if (this.m_ParameterWriter == null)
     return;
   this.CheckSendRate();
   int stateHash;
   float normalizedTime;
   if (!this.CheckAnimStateChanged(out stateHash, out normalizedTime))
     return;
   AnimationMessage animationMessage = new AnimationMessage();
   animationMessage.netId = this.netId;
   animationMessage.stateHash = stateHash;
   animationMessage.normalizedTime = normalizedTime;
   this.m_ParameterWriter.SeekZero();
   this.WriteParameters(this.m_ParameterWriter, false);
   animationMessage.parameters = this.m_ParameterWriter.ToArray();
   if (this.hasAuthority || ClientScene.readyConnection != null)
   {
     ClientScene.readyConnection.Send((short) 40, (MessageBase) animationMessage);
   }
   else
   {
     if (!this.isServer || this.localPlayerAuthority)
       return;
     NetworkServer.SendToReady(this.gameObject, (short) 40, (MessageBase) animationMessage);
   }
 }