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); } }
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); } } } }
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); } }