public void SetTrigger(int hash) { AnimationTriggerMessage msg = new AnimationTriggerMessage { netId = base.netId, hash = hash }; if (base.hasAuthority && base.localPlayerAuthority) { if (NetworkClient.allClients.Count > 0) { NetworkConnection readyConnection = ClientScene.readyConnection; if (readyConnection != null) { readyConnection.Send(0x2a, msg); } } } else if (base.isServer && !base.localPlayerAuthority) { NetworkServer.SendToReady(base.gameObject, 0x2a, msg); } }
/// <summary> /// <para>Causes an animation trigger to be invoked for a networked object.</para> /// </summary> /// <param name="name">Name of trigger.</param> /// <param name="hash">Hash id of trigger (from the Animator).</param> /// <param name="triggerName"></param> public void SetTrigger(int hash) { AnimationTriggerMessage animationTriggerMessage = new AnimationTriggerMessage(); animationTriggerMessage.netId = this.netId; animationTriggerMessage.hash = hash; if (this.hasAuthority && this.localPlayerAuthority) { if (NetworkClient.allClients.Count <= 0) return; NetworkConnection readyConnection = ClientScene.readyConnection; if (readyConnection == null) return; readyConnection.Send((short) 42, (MessageBase) animationTriggerMessage); } else { if (!this.isServer || this.localPlayerAuthority) return; NetworkServer.SendToReady(this.gameObject, (short) 42, (MessageBase) animationTriggerMessage); } }