protected override void DoWrite(OnlineWriter WriteBuffer)
        {
            List <uint> ListLocalPlayerID = new List <uint>();

            foreach (Player ActivePlayer in ActiveGame.ListLocalPlayer)
            {
                if (ActivePlayer.OnlineClient == Owner)
                {
                    ListLocalPlayerID.Add(ActivePlayer.InGameRobot.ID);
                }
            }

            WriteBuffer.AppendInt32(ListLocalPlayerID.Count);
            foreach (uint ActivePlayerID in ListLocalPlayerID)
            {
                WriteBuffer.AppendUInt32(ActivePlayerID);
            }

            WriteBuffer.AppendInt32(ActiveGame.ListAllPlayer.Count);
            foreach (Player ActivePlayer in ActiveGame.ListAllPlayer)
            {
                WriteBuffer.AppendUInt32(ActivePlayer.InGameRobot.ID);
                WriteBuffer.AppendString(ActivePlayer.ConnectionID);
                WriteBuffer.AppendString(ActivePlayer.Name);
                WriteBuffer.AppendInt32(ActivePlayer.Team);
            }

            WriteBuffer.AppendByteArray(ActiveGroup.CurrentGame.GetSnapshotData());
        }
            protected override void DoWrite(OnlineWriter WriteBuffer)
            {
                WriteBuffer.AppendInt32(UpdatedPlayerIndex);
                WriteBuffer.AppendInt32(UpdatedSquadIndex);

                WriteBuffer.AppendBoolean(IsFlying);
            }
 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendInt32(CursorPositionX);
     WriteBuffer.AppendInt32(CursorPositionY);
     WriteBuffer.AppendInt32(CameraPositionX);
     WriteBuffer.AppendInt32(CameraPositionY);
 }
 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendString(MapName);
     WriteBuffer.AppendString(MapType);
     WriteBuffer.AppendString(MapPath);
     WriteBuffer.AppendByte(MinNumberOfPlayer);
     WriteBuffer.AppendByte(MaxNumberOfPlayer);
 }
예제 #5
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 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendFloat(Position.X);
     WriteBuffer.AppendFloat(Position.Y);
     WriteBuffer.AppendFloat(Speed.X);
     WriteBuffer.AppendFloat(Speed.Y);
     WriteBuffer.AppendByte(VFXType);
 }
예제 #6
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 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendInt32(ArrayActionPanel.Length);
     foreach (ActionPanel ActiveActionPanel in ArrayActionPanel)
     {
         ActiveActionPanel.Write(WriteBuffer);
     }
 }
 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendInt32(ListJoiningPlayerInfo.Count);
     foreach (BattleMapPlayer JoiningPlayer in ListJoiningPlayerInfo)
     {
         WriteBuffer.AppendString(JoiningPlayer.ConnectionID);
         WriteBuffer.AppendString(JoiningPlayer.Name);
     }
 }
 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendInt32((int)BattleMenuCursorIndex);
     WriteBuffer.AppendInt32(BattleMenuCursorIndexSecond);
     WriteBuffer.AppendInt32(ActiveSquadAttackIndex);
     WriteBuffer.AppendInt32(TargetSquadAttackIndex);
     WriteBuffer.AppendInt32((int)BattleMenuStage);
     WriteBuffer.AppendBoolean(ShowAnimation);
 }
            protected override void DoWrite(OnlineWriter WriteBuffer)
            {
                WriteBuffer.AppendInt32(WeaponCount);

                for (int W = 0; W < WeaponCount; W++)
                {
                    WriteBuffer.AppendBoolean(ArrayCanAttack[W]);
                }
            }
            protected override void DoWrite(OnlineWriter WriteBuffer)
            {
                WriteBuffer.AppendInt32(UpdatedPlayerIndex);
                WriteBuffer.AppendInt32(UpdatedSquadIndex);

                WriteBuffer.AppendFloat(CursorPositionX);
                WriteBuffer.AppendFloat(CursorPositionY);
                WriteBuffer.AppendFloat(CursorPositionZ);
            }
예제 #11
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        protected override void DoWrite(OnlineWriter WriteBuffer)
        {
            List <ActionPanel> ListActionPanel = ActivePanel.GetActionPanels();

            WriteBuffer.AppendInt32(ListActionPanel.Count);
            foreach (ActionPanel ActiveActionPanel in ListActionPanel)
            {
                ActiveActionPanel.Write(WriteBuffer);
            }
        }
            protected override void DoWrite(OnlineWriter WriteBuffer)
            {
                WriteBuffer.AppendInt32(MVChoiceCount);

                for (int M = 0; M < MVChoiceCount; M++)
                {
                    WriteBuffer.AppendInt32(ArrayAttackChoice[M].X);
                    WriteBuffer.AppendInt32(ArrayAttackChoice[M].Y);
                }
            }
예제 #13
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 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendInt32(ListJoiningPlayerInfo.Count);
     foreach (Player JoiningPlayer in ListJoiningPlayerInfo)
     {
         WriteBuffer.AppendString(JoiningPlayer.ConnectionID);
         WriteBuffer.AppendString(JoiningPlayer.Name);
         WriteBuffer.AppendString(JoiningPlayer.Equipment.CharacterType);
     }
 }
        protected override void DoWrite(OnlineWriter WriteBuffer)
        {
            WriteBuffer.AppendInt32(LayerIndex);
            WriteBuffer.AppendUInt32(PlayerID);

            WriteBuffer.AppendFloat(PositionX);
            WriteBuffer.AppendFloat(PositionY);

            WriteBuffer.AppendInt32(PlayerHP);
        }
예제 #15
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 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendInt32(LayerIndex);
     WriteBuffer.AppendUInt32(ActiveRobotID);
     WriteBuffer.AppendUInt32(TargetRobotID);
     WriteBuffer.AppendFloat(DamagePosition.X);
     WriteBuffer.AppendFloat(DamagePosition.Y);
     WriteBuffer.AppendInt32(Damage);
     WriteBuffer.AppendInt32(FinalHP);
     WriteBuffer.AppendBoolean(IsPlayerControlled);
 }
        public static void WriteGamePlayer(OnlineWriter WriteBuffer, Player GamePlayerToWrite, int LayerIndex)
        {
            WriteBuffer.AppendUInt32(GamePlayerToWrite.InGameRobot.ID);
            WriteBuffer.AppendInt32(LayerIndex);
            WriteBuffer.AppendFloat(GamePlayerToWrite.InGameRobot.Position.X);
            WriteBuffer.AppendFloat(GamePlayerToWrite.InGameRobot.Position.Y);

            WriteBuffer.AppendString(GamePlayerToWrite.ConnectionID);
            WriteBuffer.AppendString(GamePlayerToWrite.Name);
            WriteBuffer.AppendString(GamePlayerToWrite.PlayerType);
            WriteBuffer.AppendInt32(GamePlayerToWrite.Team);

            WriteBuffer.AppendString(GamePlayerToWrite.Equipment.CharacterType);
            if (GamePlayerToWrite.Equipment.EquipedBooster != null)
            {
                WriteBuffer.AppendString(GamePlayerToWrite.Equipment.EquipedBooster.Name);
            }
            else
            {
                WriteBuffer.AppendString("");
            }

            WriteBuffer.AppendString(GamePlayerToWrite.Equipment.GrenadeType);

            if (GamePlayerToWrite.Equipment.EquipedSecondaryWeapon != null)
            {
                WriteBuffer.AppendString(GamePlayerToWrite.Equipment.EquipedSecondaryWeapon.Name);
            }
            else
            {
                WriteBuffer.AppendString("");
            }

            if (GamePlayerToWrite.Equipment.EquipedWeaponOption != null)
            {
                WriteBuffer.AppendString(GamePlayerToWrite.Equipment.EquipedWeaponOption.Name);
            }
            else
            {
                WriteBuffer.AppendString("");
            }

            if (GamePlayerToWrite.Equipment.EquipedArmor != null)
            {
                WriteBuffer.AppendString(GamePlayerToWrite.Equipment.EquipedArmor.Name);
            }
            else
            {
                WriteBuffer.AppendString("");
            }
        }
        protected override void DoWrite(OnlineWriter WriteBuffer)
        {
            WriteBuffer.AppendString(RoomID);

            WriteBuffer.AppendByteArray(ActiveGroup.Room.GetRoomInfo());

            WriteBuffer.AppendBoolean(ActiveGroup.CurrentGame != null);

            if (ActiveGroup.CurrentGame != null)
            {
                WriteBuffer.AppendUInt32(JoinedPlayer.ID);
                WriteBuffer.AppendByteArray(ActiveGroup.CurrentGame.GetSnapshotData());
            }
        }
        protected override void DoWrite(OnlineWriter WriteBuffer)
        {
            WriteBuffer.AppendUInt32(PlayerID);
            WriteBuffer.AppendInt32(LayerIndex);
            WriteBuffer.AppendInt32(Team);
            WriteBuffer.AppendString(AIPath);
            WriteBuffer.AppendString(EnemyPath);
            WriteBuffer.AppendFloat(Position.X);
            WriteBuffer.AppendFloat(Position.Y);

            WriteBuffer.AppendInt32(ListWeapons.Count);
            for (int W = 0; W < ListWeapons.Count; ++W)
            {
                WriteBuffer.AppendString(ListWeapons[W]);
            }
        }
        protected override void DoWrite(OnlineWriter WriteBuffer)
        {
            WriteBuffer.AppendUInt32(OwnerID);
            WriteBuffer.AppendInt32(LayerIndex);
            WriteBuffer.AppendString(WeaponName);

            WriteBuffer.AppendFloat(GunNozzlePosition.X);
            WriteBuffer.AppendFloat(GunNozzlePosition.Y);

            WriteBuffer.AppendInt32(ListBullet.Count);
            for (int B = 0; B < ListBullet.Count; ++B)
            {
                WriteBuffer.AppendFloat(ListBullet[B].Speed.X);
                WriteBuffer.AppendFloat(ListBullet[B].Speed.Y);
            }
        }
        protected override void DoWrite(OnlineWriter WriteBuffer)
        {
            WriteBuffer.AppendInt32(LayerIndex);
            WriteBuffer.AppendUInt32(ActivePlayer.ID);

            WriteBuffer.AppendFloat(ActivePlayer.Position.X);
            WriteBuffer.AppendFloat(ActivePlayer.Position.Y);
            WriteBuffer.AppendFloat(ActivePlayer.Speed.X);
            WriteBuffer.AppendFloat(ActivePlayer.Speed.Y);
            WriteBuffer.AppendString(ActivePlayer.ActiveMovementStance);

            WriteBuffer.AppendInt32(ActivePlayer.PrimaryWeapons.ActiveWeapons.Count);
            for (int W = 0; W < ActivePlayer.PrimaryWeapons.ActiveWeapons.Count; W++)
            {
                WriteBuffer.AppendFloat(ActivePlayer.PrimaryWeapons.ActiveWeapons[W].WeaponAngle);
            }
        }
예제 #21
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        protected override void DoWrite(OnlineWriter WriteBuffer)
        {
            WriteBuffer.AppendString(RoomID);
            WriteBuffer.AppendString(ActiveGroup.Room.RoomName);
            WriteBuffer.AppendString(ActiveGroup.Room.MapPath);
            WriteBuffer.AppendString(ActiveGroup.Room.RoomType);
            WriteBuffer.AppendString(ActiveGroup.Room.RoomSubtype);
            WriteBuffer.AppendString(CurrentDifficulty);

            WriteBuffer.AppendInt32(ListJoiningPlayer.Count);
            for (int P = 0; P < ListJoiningPlayer.Count; ++P)
            {
                WriteBuffer.AppendString(ListJoiningPlayer[P].ConnectionID);
            }

            WriteBuffer.AppendByteArray(ActiveGroup.Room.GetRoomInfo());

            WriteBuffer.AppendBoolean(ActiveGroup.CurrentGame != null);
        }
예제 #22
0
        protected override void DoWrite(OnlineWriter WriteBuffer)
        {
            WriteBuffer.AppendByte(ActivePlayer.LocalPlayerIndex);

            WriteBuffer.AppendInt32(ActivePlayer.Inventory.ActiveLoadout.ListSquad.Count);
            foreach (Squad ActiveSquad in ActivePlayer.Inventory.ActiveLoadout.ListSquad)
            {
                WriteBuffer.AppendInt32(ActiveSquad.UnitsInSquad);
                for (int U = 0; U < ActiveSquad.UnitsInSquad; ++U)
                {
                    Unit ActiveUnit = ActiveSquad.At(U);
                    WriteBuffer.AppendString(ActiveUnit.UnitTypeName);
                    WriteBuffer.AppendString(ActiveUnit.RelativePath);

                    WriteBuffer.AppendInt32(ActiveUnit.ArrayCharacterActive.Length);
                    for (int C = 0; C < ActiveUnit.ArrayCharacterActive.Length; ++C)
                    {
                        WriteBuffer.AppendString(ActiveUnit.ArrayCharacterActive[C].FullName);
                    }
                }
            }
        }
 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     throw new NotImplementedException();
 }
 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendInt32(ActivePlayerIndex);
     WriteBuffer.AppendInt32(ActiveSquadIndex);
 }
 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
 }
 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendBoolean(Defender);
 }
 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendInt32(IncomingDefendingPlayerIndex);
 }
 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendInt32(AttackIndex);
 }
 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendInt32(MaxKill);
     WriteBuffer.AppendInt32(MaxGameLengthInMinutes);
 }
 protected override void DoWrite(OnlineWriter WriteBuffer)
 {
     WriteBuffer.AppendBoolean(IsPlayerControlled);
     WriteGamePlayer(WriteBuffer, GamePlayerToCreate, LayerIndex);
 }