public override void SendToLocalGameObject(FFBasePacket package, GameObject go) { FFPacket <EventType> sentPackage = (FFPacket <EventType>)package; FFPacket <EventType> .Decrypt(ref sentPackage.message); switch (package.packetInstructions) { case FFPacketInstructionFlags.MessageBoardGameObjectSend: FFMessageBoard <EventType> .Send(sentPackage.message, go); break; case FFPacketInstructionFlags.MessageBoardGameObjectSendDown: FFMessageBoard <EventType> .SendDown(sentPackage.message, go); break; case FFPacketInstructionFlags.MessageBoardGameObjectSendUp: FFMessageBoard <EventType> .SendUp(sentPackage.message, go); break; case FFPacketInstructionFlags.MessageBoardGameObjectSendToAllConnected: FFMessageBoard <EventType> .SendAllConnected(sentPackage.message, go); break; default: break; } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.A)) // Activator Triggered { // for ExEnemies 1/2 ActivateEnemiesEvent e; e.timeTakenToActivate = Time.realtimeSinceStartup; Activator.SendToLocal(e); // for ExEnemies 3 FFMessageBoard <ActivateEnemiesEvent> .SendDown(e, gameObject); } if (Input.GetKeyDown(KeyCode.D)) // Deactivator Triggered { // for ExEnemies 1/2 DeactivateEnemiesEvent e; e.timeTakenToDeactivate = Time.realtimeSinceStartup; Deactivator.SendToLocal(e); // for ExEnemies 3 FFMessageBoard <DeactivateEnemiesEvent> .SendDown(e, gameObject); } }