private void UpdateGameInfoData(MessageGameInfo msg) { VictimVision = msg.VictimVision; VictimLives = msg.VictimLives; VictimSpeed = msg.VictimSpeed; HunterVision = msg.HunterVision; HunterKillCooldown = msg.HunterKillCooldown; HunterSpeed = msg.HunterSpeed; Hunters = msg.Hunters; DisplayHunters = msg.DisplayHunters; VictimTaskDistance = msg.VictimTaskDistance; HunterKillDistance = msg.HunterKillDistance; HunterVisionOnCooldown = msg.HunterVisionOnCooldown; VictimCommonTasks = msg.VictimCommonTasks; VictimLongTasks = msg.VictimLongTasks; VictimShortTasks = msg.VictimShortTasks; TimeLimit = msg.TimeLimit; DefaultColor = msg.DefaultColor; TasksBalancedDamage = msg.TasksBalancedDamage; }
public static void Serialize(this NetworkWriter writer, MessageGameInfo value) { writer.WriteSingle(value.VictimVision); writer.WriteInt32(value.VictimLives); writer.WriteSingle(value.VictimSpeed); writer.WriteSingle(value.HunterVision); writer.WriteSingle(value.HunterKillCooldown); writer.WriteSingle(value.HunterSpeed); writer.WriteInt32(value.Hunters); writer.WriteBoolean(value.DisplayHunters); writer.WriteSingle(value.VictimTaskDistance); writer.WriteSingle(value.HunterKillDistance); writer.WriteSingle(value.HunterVisionOnCooldown); writer.WriteInt32(value.VictimCommonTasks); writer.WriteInt32(value.VictimLongTasks); writer.WriteInt32(value.VictimShortTasks); writer.WriteSingle(value.TimeLimit); writer.WriteColor(value.DefaultColor); writer.WriteBoolean(value.TasksBalancedDamage); }
public void ResendGameInfoData(NetworkConnection conn = null) { MessageGameInfo info = new MessageGameInfo { VictimVision = VictimVision, VictimLives = VictimLives, VictimSpeed = VictimSpeed, HunterVision = HunterVision, HunterKillCooldown = HunterKillCooldown, HunterSpeed = HunterSpeed, Hunters = Hunters, DisplayHunters = DisplayHunters, VictimTaskDistance = VictimTaskDistance, HunterKillDistance = HunterKillDistance, HunterVisionOnCooldown = HunterVisionOnCooldown, VictimCommonTasks = VictimCommonTasks, VictimLongTasks = VictimLongTasks, VictimShortTasks = VictimShortTasks, TimeLimit = TimeLimit, DefaultColor = DefaultColor, TasksBalancedDamage = TasksBalancedDamage }; if (NetworkServer.active) { if (conn != null) { conn.Send(info); } else { NetworkServer.SendToAll(info); } } else { NetworkClient.Send(info); } }
public static MessageGameInfo Deserialize(this NetworkReader reader) { MessageGameInfo value = new MessageGameInfo(); value.VictimVision = reader.ReadSingle(); value.VictimLives = reader.ReadInt32(); value.VictimSpeed = reader.ReadSingle(); value.HunterVision = reader.ReadSingle(); value.HunterKillCooldown = reader.ReadSingle(); value.HunterSpeed = reader.ReadSingle(); value.Hunters = reader.ReadInt32(); value.DisplayHunters = reader.ReadBoolean(); value.VictimTaskDistance = reader.ReadSingle(); value.HunterKillDistance = reader.ReadSingle(); value.HunterVisionOnCooldown = reader.ReadSingle(); value.VictimCommonTasks = reader.ReadInt32(); value.VictimLongTasks = reader.ReadInt32(); value.VictimShortTasks = reader.ReadInt32(); value.TimeLimit = reader.ReadSingle(); value.DefaultColor = reader.ReadColor(); value.TasksBalancedDamage = reader.ReadBoolean(); return(value); }
private void MessageGameInfoServerHandler(NetworkConnection conn, MessageGameInfo msg) { UpdateGameInfoData(msg); ResendGameInfoData(); }
private void MessageGameInfoClientHandler(MessageGameInfo msg) { UpdateGameInfoData(msg); RefreshGameInfo(); }