public void SendPlayerFire(int force, int angle) { // PlayerController enemyControl = mainPlayerController; // foreach(PlayerController pc in playerControllers){ // if (pc.info.id != mainPlayerController.info.id){ // enemyControl = pc; // break; // } // } Vector2 pPos = foreController.WorldPositionToPixel(mainPlayerController.transform.position, true); // if (isOnLocalTest){ // Debug.Log("Main Player Fired: " + ((int)(mainPlayerController.isHeadingRight?(byte)1:(byte)255)).ToString()); // Debug.Log("Main Player Fired: " + ((int)pPos.x).ToString() + ", "+ // ((int)pPos.y).ToString() + ", " + force.ToString()+ ", " + angle.ToString()); // return; // } connector.SendDirection(mainPlayerController.isHeadingRight?(byte)1:(byte)255); //Send ShootTag and Shoot packet // byte tim = ((byte)(countDownController.initSeconds - ((int)countDownController.timer))); byte tim = ((byte)(int)countDownController.timer); connector.SendShoot((int)pPos.x, (int)pPos.y - 30, force, angle, (byte)tim); }