Inheritance: UnityEngine.Networking.MessageBase
コード例 #1
0
 private void CheckSendRate()
 {
     if ((this.GetNetworkSendInterval() != 0f) && (this.m_SendTimer < Time.time))
     {
         this.m_SendTimer = Time.time + this.GetNetworkSendInterval();
         AnimationParametersMessage msg = new AnimationParametersMessage {
             netId = base.netId
         };
         this.m_ParameterWriter.SeekZero();
         this.WriteParameters(this.m_ParameterWriter, true);
         msg.parameters = this.m_ParameterWriter.ToArray();
         if (base.hasAuthority && (ClientScene.readyConnection != null))
         {
             ClientScene.readyConnection.Send(0x29, msg);
         }
         else if (base.isServer && !base.localPlayerAuthority)
         {
             NetworkServer.SendToReady(base.gameObject, 0x29, msg);
         }
     }
 }
コード例 #2
0
 internal void HandleAnimParamsMsg(AnimationParametersMessage msg, NetworkReader reader)
 {
     if (!base.hasAuthority)
     {
         this.ReadParameters(reader, true);
     }
 }
コード例 #3
0
 private void CheckSendRate()
 {
   if ((double) this.GetNetworkSendInterval() == 0.0 || (double) this.m_SendTimer >= (double) Time.time)
     return;
   this.m_SendTimer = Time.time + this.GetNetworkSendInterval();
   AnimationParametersMessage parametersMessage = new AnimationParametersMessage();
   parametersMessage.netId = this.netId;
   this.m_ParameterWriter.SeekZero();
   this.WriteParameters(this.m_ParameterWriter, true);
   parametersMessage.parameters = this.m_ParameterWriter.ToArray();
   if (this.hasAuthority && ClientScene.readyConnection != null)
   {
     ClientScene.readyConnection.Send((short) 41, (MessageBase) parametersMessage);
   }
   else
   {
     if (!this.isServer || this.localPlayerAuthority)
       return;
     NetworkServer.SendToReady(this.gameObject, (short) 41, (MessageBase) parametersMessage);
   }
 }