void OnEnemyArmRotate(NetworkMessage netMsg) { PlayerQuaternion enemyRot = netMsg.ReadMessage <PlayerQuaternion>(); //TODO: not necessary for now, check later if it's worth it. players[enemyRot.id].GetComponent <enemy>().setArmRotation(enemyRot.quaternion); }
void OnPlayerArmRot(NetworkMessage netMsg) { NetQuaternion netArmRot = netMsg.ReadMessage <NetQuaternion>(); PlayerQuaternion armRot = new PlayerQuaternion(); armRot.id = netMsg.conn.connectionId; armRot.quaternion = netArmRot.value; sendToAllExcept(netMsg.conn.connectionId, 917, armRot); /*foreach(User u in ConnectedUsers.FindAll(x => x.id != netMsg.conn.connectionId)){ * NetworkServer.SendToClient(u.id,910,playerRot); * }*/ }
void OnPlayerRotationChange(NetworkMessage netMsg) { NetQuaternion rotUpdate = netMsg.ReadMessage <NetQuaternion>(); PlayerQuaternion playerRot = new PlayerQuaternion(); playerRot.id = netMsg.conn.connectionId; playerRot.quaternion = rotUpdate.value; sendToAllExcept(netMsg.conn.connectionId, 910, playerRot); /*foreach(User u in ConnectedUsers.FindAll(x => x.id != netMsg.conn.connectionId)){ * NetworkServer.SendToClient(u.id,910,playerRot); * }*/ ConnectedUsers.Find(x => x.id == netMsg.conn.connectionId).rotation = rotUpdate.value; }