private void SendUpdates() { if (networkThread.isMainClient) { foreach (Entity entity in scene.entities) { if (entity.entityType != EntityType.Player) { networkThread.BroadCastEntityUpdate(ObjectMessageType.UpdatePosition, entity); } } } foreach (Player player in scene.localPlayers) { networkThread.BroadCastEntityUpdate(ObjectMessageType.UpdatePosition, player); } }
private void addEntity(Entity entity, bool local) { entities.Add(entity); if (entity.objectID > 0) { entitiesID.Add(entity.objectID, entity); } if (local && StateMachine.Instance.networkGame) { if (entity.entityType == EntityType.Player) { networkThread.BroadCastEntityUpdate(Network.ObjectMessageType.PlayerSpawn, entity); } else { networkThread.BroadCastEntityUpdate(Network.ObjectMessageType.Spawn, entity); } } }