void HandlePlayerData(byte[] data) { int packetnum; KaymakGames.KaymakGames buffer = new KaymakGames.KaymakGames(); buffer.WriteBytes(data); packetnum = buffer.ReadInteger(); int i = buffer.ReadInteger(); if (Globals.instance.MyIndex < 1) { Globals.instance.MyIndex = i; ClientSendData.instance._index = Globals.instance.MyIndex; } _LoginWindow.SetActive(false); Network.instanceP[i].index = i; General.instance.SetPlayerX(i, buffer.ReadFloat()); General.instance.SetPlayerY(i, buffer.ReadFloat()); General.instance.SetPlayerZ(i, buffer.ReadFloat()); Network.instanceP[i].Username = buffer.ReadString(); _playerPrefs = Instantiate(_playerPrefs, new Vector3(General.instance.GetPlayerX(i), General.instance.GetPlayerY(i), General.instance.GetPlayerZ(i)), Quaternion.identity); _playerPrefs.GetComponent <NetPlayer>().Index = i; _playerPrefs.name = "Player " + i + " : " + Network.instanceP[i].Username; }
void HandleMovement(int index, byte[] data) { KaymakGames.KaymakGames buffer = new KaymakGames.KaymakGames(); buffer.WriteBytes(data); int packetnum = buffer.ReadInteger(); float posX = buffer.ReadFloat(); float posY = buffer.ReadFloat(); float posZ = buffer.ReadFloat(); float rotX = buffer.ReadFloat(); float rotY = buffer.ReadFloat(); float rotZ = buffer.ReadFloat(); float rotW = buffer.ReadFloat(); Globals.general.SetPlayerX(index, posX); Globals.general.SetPlayerY(index, posY); Globals.general.SetPlayerZ(index, posZ); // SendPlayer Movement Globals.networkSendData.SendPlayerMovement(index, posX, posY, posZ, rotX, rotY, rotZ, rotW); }
void HandleMovement(byte[] _data) { Debug.Log("Data is player movement."); int packetnum; KaymakGames.KaymakGames buffer = new KaymakGames.KaymakGames(); //buffer.WriteBytes(data); buffer.WriteBytes(_data); packetnum = buffer.ReadInteger(); // PLayer Info int index = buffer.ReadInteger(); // PLayer Position float x = buffer.ReadFloat(); float y = buffer.ReadFloat(); float z = buffer.ReadFloat(); // Player Rotation float rotX = buffer.ReadFloat(); float rotY = buffer.ReadFloat(); float rotZ = buffer.ReadFloat(); float rotW = buffer.ReadFloat(); GameObject _netPlayer; if (_netPlayer = GameObject.Find("Player " + index + " : " + Network.instanceP[index].Username)) { _netPlayer.GetComponent <Transform>().position = new Vector3(x, y, z); _netPlayer.GetComponent <Transform>().rotation = new Quaternion(rotX, rotY, rotZ, rotW); } else { } }