public static MatrixMoveMessage SendToAll(GameObject matrix, MatrixState state) { var msg = new MatrixMoveMessage { Matrix = matrix != null?matrix.GetComponent <NetworkIdentity>().netId : NetworkInstanceId.Invalid, State = state, }; msg.SendToAll(); return(msg); }
private void NotifyPlayers() { //Generally not sending mid-flight updates (unless there's a sudden change of course etc.) if (!isMovingServer || serverState.Inform) { MatrixMoveMessage.SendToAll(gameObject, serverState); //Clear inform flags serverTargetState.Inform = false; serverState.Inform = false; } }
private void NotifyPlayers() { //Generally not sending mid-flight updates (unless there's a sudden change of course etc.)\ if (!IsMovingServer || serverState.Inform) { serverState.RotationTime = rotTime; //fixme: this whole class behaves like ass! if (serverState.RotationTime != serverTargetState.RotationTime) { //Doesn't guarantee that matrix will stop MatrixMoveMessage.SendToAll(gameObject, serverState); } else { //Ends up in instant rotations MatrixMoveMessage.SendToAll(gameObject, serverTargetState); } //Clear inform flags serverTargetState.Inform = false; serverState.Inform = false; } }