// Update is called once per frame void FixedUpdate() { counter += Time.deltaTime; if (counter > refreshPos) { string message = "22/"; message += gameObject.transform.position.y; message += "~"; serverConnection.SendMessage(message); counter = 0; } }
// Update is called once per frame //Sends the players position (x,y), state which depends on animation its doing, and number to know where the player is facing //Sent to server to send to other users playing in the same game to update position of their npcs void FixedUpdate() { counter += Time.deltaTime; if (counter > refreshPos) { // 20/x,y,state string message = "20/"; message += gameObject.transform.position.x; message += "/"; message += gameObject.transform.position.y; message += "/"; message += globalData.State.ToString(); message += "/"; message += animator.GetFloat("Horizontal"); message += "~"; server.SendMessage(message); counter = 0; } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { t += Time.deltaTime; rb.transform.position = new Vector3(rb.transform.position.x, oscillation * Mathf.Sin(t) + InitialY, rb.transform.position.z); if (Random.Range(0, 100) > bulletRate) { if (counter < countMax && !animator.GetBool("shootTongue")) { animator.SetBool("shootBullet", true); counter += Time.deltaTime; } else { animator.SetBool("shootTongue", true); string message = "23/0/1~"; serverConnection.SendMessage(message); counter = 0; } } }