// Use this for initialization void Start() { //anim = this.gameObject.GetComponent<Animator>(); ci = GetComponent <CharacterInput>(); ps = GetComponent <PlayerSyncData>(); footsteps = GetComponent <Footsteps>(); //temporärt men ska bero på vilket lag man valt anim = animTeam1; }
// Use this for initialization void Start() { va = GetComponent <VoiceActing>(); playerSyncData = GetComponent <PlayerSyncData>(); hitMarkerAS = GetComponent <AudioSource>(); SemiGunPrefabTeam1.SetActive(false); AutoGunPrefabTeam1.SetActive(false); ShotgunPrefabTeam1.SetActive(false); SemiGunPrefabTeam2.SetActive(false); AutoGunPrefabTeam2.SetActive(false); ShotgunPrefabTeam2.SetActive(false); Team1AutoGun.SetActive(false); Team2AutoGun.SetActive(false); Team1SemiGun.SetActive(false); Team1Shotgun.SetActive(false); Team2SemiGun.SetActive(false); Team2Shotgun.SetActive(false); if (!isLocalPlayer) { SetActiveGun(SemiGunTeam1); SetLayerRecursively(ShotgunPrefabTeam1, LayerMask.NameToLayer("Ignore Raycast")); SetLayerRecursively(AutoGunPrefabTeam1, LayerMask.NameToLayer("Ignore Raycast")); SetLayerRecursively(SemiGunPrefabTeam1, LayerMask.NameToLayer("Ignore Raycast")); SetLayerRecursively(ShotgunPrefabTeam2, LayerMask.NameToLayer("Ignore Raycast")); SetLayerRecursively(AutoGunPrefabTeam2, LayerMask.NameToLayer("Ignore Raycast")); SetLayerRecursively(SemiGunPrefabTeam2, LayerMask.NameToLayer("Ignore Raycast")); Team1AutoGun.SetActive(true); return; } HitMarker.SetActive(false); grenadesLeft = numberOfGrenades; input = GetComponent <CharacterInput>(); ammoText = AmmoVisual.GetComponent <Text>(); grenadeText = GrenadeVisual.GetComponent <Text>(); SemiGunPrefabTeam1.SetActive(true); SetActiveGun(SemiGunTeam1); AutoGunPrefabTeam1.SetActive(false); ShotgunPrefabTeam1.SetActive(false); SemiGunPrefabTeam1.SetActive(false); SemiGunPrefabTeam2.SetActive(false); AutoGunPrefabTeam2.SetActive(false); ShotgunPrefabTeam2.SetActive(false); }
public override Task Execute(MessageData data) { using (var context = new HypixelContext()) { var batchAmount = 5000; var offset = data.GetAs <int>(); if (offset != 0) { offset -= 120; // two update batch wide overlap } var response = new PlayerSyncData(context.Players.Skip(offset).Take(batchAmount).ToList(), offset + batchAmount); return(data.SendBack(new MessageData("playerSyncResponse", System.Convert.ToBase64String(MessagePack.MessagePackSerializer.Serialize(response))))); } }