public void NetDataManager(NetData data) { switch ((NetStatus)data.ReadByte()) { case NetStatus.GetStatus: NetData n = Manager.CreateNetData(NetID, (byte)NetStatus.SetStatus); n.Write(Heart); n.Write((byte)status); n.Write(index); NetServer.Send(n); break; case NetStatus.SetStatus: heart = data.ReadInt(); status = (RoleStatus)data.ReadByte(); SetTarget(data.ReadInt(), data.RemoteIP); switch (status) { case RoleStatus.Death: PlayDeath(data.RemoteIP); break; case RoleStatus.Vectory: PlayVictory(data.RemoteIP); break; } break; case NetStatus.SetTarget: SetTarget(data.ReadInt(), data.RemoteIP); break; case NetStatus.Idle: PlayIdle(data.RemoteIP); break; case NetStatus.Attacking: PlayAttack(data.ReadInt(), data.RemoteIP); break; case NetStatus.Moving: break; case NetStatus.Hurt: Corsair.AttackInfo a = new Corsair.AttackInfo(); a.Position = data.ReadVector3(); a.Rotation = data.ReadQuaternion(); a.Value = data.ReadInt(); base.Hurt(a); break; case NetStatus.Death: PlayDeath(data.RemoteIP); break; case NetStatus.Victory: PlayVictory(data.RemoteIP); break; } }
public void NetDataManager(NetData data) { switch ((NetStatus)data.ReadByte()) { case NetStatus.GetStatus: NetData ngs = Manager.CreateNetData(NetID, (byte)NetStatus.SetStatus); ngs.Write(heart); ngs.Write((byte)Status); NetServer.SendTo(ngs, data.RemoteIP); break; case NetStatus.SetStatus: heart = data.ReadInt(); Status = (ShipStatus)data.ReadInt(); break; case NetStatus.ShipStatus: Status = (ShipStatus)data.ReadByte(); break; case NetStatus.Avatar: transform.position = data.ReadVector3(); transform.rotation = data.ReadQuaternion(); break; case NetStatus.Death: Death(data.RemoteIP); break; } }
public void NetDataManager(NetData data) { switch ((NetStatus)data.ReadByte()) { case NetStatus.Select: Select(data.ReadInt(), data.RemoteIP); break; case NetStatus.LookAt: LookAt(data.ReadVector3(), data.RemoteIP); break; case NetStatus.LaunchTo: LaunchTo(data.ReadVector3(), data.RemoteIP); break; } }
public void NetDataManager(NetData data) { if (!isMain) { switch ((NetStatus)data.ReadByte()) { case NetStatus.GetStatus: NetData ngs = Manager.CreateNetData(NetID, (byte)NetStatus.SetStatus); ngs.Write(Heart); ngs.Write((byte)status); NetServer.SendTo(ngs, data.RemoteIP); break; case NetStatus.SetStatus: heart = data.ReadInt(); status = (PlayerStatus)data.ReadByte(); break; case NetStatus.Avatar: head.transform.position = data.ReadVector3(); head.transform.rotation = data.ReadQuaternion(); left.transform.position = data.ReadVector3(); left.transform.rotation = data.ReadQuaternion(); right.transform.position = data.ReadVector3(); right.transform.rotation = data.ReadQuaternion(); break; case NetStatus.Death: Death(data.RemoteIP); break; case NetStatus.Hurt: AttackInfo a = new AttackInfo(); a.Position = data.ReadVector3(); a.Rotation = data.ReadQuaternion(); a.Value = data.ReadInt(); Hurt(a, data.RemoteIP); break; } } }
public void NetDataManager(NetData data) { switch ((NetStatus)data.ReadByte()) { case NetStatus.Create: string n = data.ReadString(); Vector3 p = data.ReadVector3(); Quaternion r = data.ReadQuaternion(); Manager.CreateGameObject(prefabId, p, r); break; case NetStatus.Remain: Remain(data.ReadFloat()); break; case NetStatus.End: End(); break; } }
public void NetManager(NetData data) { switch ((NetStatus)data.ReadByte()) { case NetStatus.GetStatus: NetData ngs = Manager.CreateNetData(NetID, (byte)NetStatus.SetStatus); ngs.Write(heart); NetServer.Send(ngs); break; case NetStatus.SetStatus: heart = data.ReadInt(); if (heart > 0) { LifeEvent.Invoke(heart / (float)max); } else { base.Death(); Ramparts.Remove(this); } break; case NetStatus.Hurt: AttackInfo a = new AttackInfo(); a.Position = data.ReadVector3(); a.Rotation = data.ReadQuaternion(); a.Value = data.ReadInt(); base.Hurt(a); LifeEvent.Invoke(heart / (float)max); break; case NetStatus.Death: base.Death(); Ramparts.Remove(this); break; } }
private static void NetManager(NetData data) { switch ((NetStatus)data.ReadByte()) { case NetStatus.GetLevel: NetData ngl = Manager.CreateNetData(NetID, (byte)NetStatus.SetLevel); ngl.Write(Level); NetServer.SendTo(ngl, data.RemoteIP); break; case NetStatus.SetLevel: int level = data.ReadInt(); if (Level != level) { LoadLevel(level); } break; case NetStatus.ResetLevel: LoadLevel(data.ReadInt()); break; case NetStatus.GetPlayerIndex: NetData ngp = Manager.CreateNetData(NetID, (byte)NetStatus.SetPlayerIndex); ngp.Write(1); NetServer.SendTo(ngp, data.RemoteIP); break; case NetStatus.SetPlayerIndex: SetPlayerIndex(data.ReadInt()); break; case NetStatus.GetGameStatus: NetData ngg = Manager.CreateNetData(NetID, (byte)NetStatus.SetGameStatus); ngg.Write((byte)GameStatus); NetServer.SendTo(ngg, data.RemoteIP); break; case NetStatus.SetGameStatus: SetGameStatus((GameStatus)data.ReadByte()); break; case NetStatus.CreateGameObject: int id = data.ReadInt(); string na = data.ReadString(); Vector3 po = data.ReadVector3(); Quaternion ro = data.ReadQuaternion(); Instantiate(Prefabs[id], po, ro).name = na; break; case NetStatus.GetGameObjects: for (int i = 0; i < GameObjects.Count; i++) { NetData ng = Manager.CreateNetData(NetID, (byte)NetStatus.CreateGameObject); GameObject g = GameObjects[i]; ng.Write(int.Parse(g.name.Substring(0, g.name.IndexOf('_')))); ng.Write(g.name); ng.Write(g.transform.position); ng.Write(g.transform.rotation); NetServer.SendTo(ng, data.RemoteIP); } break; } }