/// <summary> /// Sends the info on the subject's current status to a specific client. /// </summary> /// <param name="recipient">player who should recieve the message</param> /// <param name="subjectPlayer">player whose status is being communicated</param> public static void Sync(GameObject recipient, GameObject subjectPlayer) { var msg = new PlayerUprightMessage { SubjectPlayer = subjectPlayer.NetId(), Upright = !subjectPlayer.GetComponent <RegisterPlayer>().IsDownServer }; msg.SendTo(recipient); }
public static PlayerUprightMessage Send(GameObject recipient, GameObject subjectPlayer, bool state) { var msg = new PlayerUprightMessage { SubjectPlayer = subjectPlayer.NetId(), Upright = state, }; msg.SendTo(recipient); return(msg); }
/// <summary> /// Stunned info will ONLY be sent to subject! /// </summary> /// <param name="subjectPlayer"></param> /// <param name="upright"></param> public static void SendToAll(GameObject subjectPlayer, bool upright, bool buckling) { if (!IsValid(subjectPlayer, upright, buckling)) { return; } var msg = new PlayerUprightMessage { SubjectPlayer = subjectPlayer.NetId(), Upright = upright, }; msg.SendToAllExcept(subjectPlayer); msg.SendTo(subjectPlayer); }
public static PlayerUprightMessage Send(GameObject recipient, GameObject subjectPlayer, bool upright, bool isStunned) { if (!IsValid(subjectPlayer, upright)) { return(null); } var msg = new PlayerUprightMessage { SubjectPlayer = subjectPlayer.NetId(), Upright = upright, Stunned = isStunned ? StunnedState.Stunned : StunnedState.NonStunned }; msg.SendTo(recipient); return(msg); }
/// <summary> /// Stunned info will ONLY be sent to subject! /// </summary> /// <param name="subjectPlayer"></param> /// <param name="upright"></param> /// <param name="isStunned"></param> public static void SendToAll(GameObject subjectPlayer, bool upright, bool isStunned) { if (!IsValid(subjectPlayer, upright)) { return; } var msg = new PlayerUprightMessage { SubjectPlayer = subjectPlayer.NetId(), Upright = upright, Stunned = StunnedState.Unknown }; msg.SendToAllExcept(subjectPlayer); msg.Stunned = isStunned ? StunnedState.Stunned : StunnedState.NonStunned; msg.SendTo(subjectPlayer); }