// 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;
    }
예제 #2
0
    // 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);
    }
예제 #3
0
        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)))));
            }
        }