public HostGameMsg() { cmd = Commands.HOST_GAME; newLobby = new NetworkObjects.Lobby(); player = new NetworkObjects.NetworkPlayer(); successful = false; }
public JoinGameMsg() { cmd = Commands.JOIN_GAME; joinLobby = new NetworkObjects.Lobby(); player = new NetworkObjects.NetworkPlayer(); successful = false; }
public DroppedUpdateMsg() { // Constructor cmd = Commands.DROPPED_UPDATE; player = new NetworkObjects.NetworkPlayer(); }
public OwnIDMsg() { cmd = Commands.OWNED_ID; ownedPlayer = new NetworkObjects.NetworkPlayer(); }
public PlayerConnectMsg() { cmd = Commands.PLAYER_CONNECT; newPlayer = new NetworkObjects.NetworkPlayer(); }
public ServerUpdateMsg() { cmd = Commands.SERVER_UPDATE; players = new NetworkObjects.NetworkPlayer(); }
public DroppedClientMsg() // Constructor { cmd = Commands.DROPPED_CLIENT; player = new NetworkObjects.NetworkPlayer(); }
public HandshakeMsg() // Constructor { cmd = Commands.HANDSHAKE; player = new NetworkObjects.NetworkPlayer(); }
public Heartbeat() { // Constructor cmd = Commands.HEARTBEAT; player = new NetworkObjects.NetworkPlayer(); }
//public string InternalServerID; public HandshakeMsg() // Constructor { cmd = Commands.HANDSHAKE; //InternalServerID = "-1"; player = new NetworkObjects.NetworkPlayer(); }
public PlayerLeaveMsg() { // Constructor cmd = Commands.PLAYER_LEFT; player = new NetworkObjects.NetworkPlayer(); }
public PlayerBulletMsg() { // Constructor cmd = Commands.PLAYER_BULLET; player = new NetworkObjects.NetworkPlayer(); }
public PlayerJoinMessage() { // Constructor cmd = Commands.PLAYER_JOINED; player = new NetworkObjects.NetworkPlayer(); }
public PlayerUpdateMsg(Commands getCommand) // Constructor { cmd = getCommand; player = new NetworkObjects.NetworkPlayer(); }
public HandshakeMsg() // Constructor. Set the Command to HANDSHAKE and create a new NetworkPlayer instance { cmd = Commands.HANDSHAKE; player = new NetworkObjects.NetworkPlayer(); }
public PlayerAddMsg() { // Constructor cmd = Commands.PLAYER_ADD; player = new NetworkObjects.NetworkPlayer(); }
public NewPlayerMsg() // Constructor { cmd = Commands.NEW_PLAYER; player = new NetworkObjects.NetworkPlayer(); }
public PlayerUpdateMsg() { cmd = Commands.PLAYER_UPDATE; player = new NetworkObjects.NetworkPlayer(); }
public NewClientMsg() { cmd = Commands.NEW_CLIENT; player = new NetworkObjects.NetworkPlayer(); }
public PlayerUpdateMsg() // Constructor { cmd = Commands.PLAYER_UPDATE; player = new NetworkObjects.NetworkPlayer(); Debug.Log(player.cubPos); //Should update the players position based off the cube }
public CreatePlayerMsg(NetworkConnection nc) { // Constructor cmd = Commands.CREATE_PLAYER; player = new NetworkObjects.NetworkPlayer(); player.id = nc.InternalId.ToString(); }