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> .SendToLocal(sentPackage.message, go); break; case FFPacketInstructionFlags.MessageBoardGameObjectSendDown: FFMessageBoard <EventType> .SendToLocalDown(sentPackage.message, go); break; case FFPacketInstructionFlags.MessageBoardGameObjectSendUp: FFMessageBoard <EventType> .SendToLocalUp(sentPackage.message, go); break; case FFPacketInstructionFlags.MessageBoardGameObjectSendToAllConnected: FFMessageBoard <EventType> .SendToLocalToAllConnected(sentPackage.message, go); break; default: break; } }
void SendUpdateEvent(float dt) { RopeChange rc; rc.controller = this; rc.dt = dt; FFMessageBoard <RopeChange> .SendToLocal(rc, gameObject); }
public override bool SendToLocalEntry(FFBasePacket package, string entry) { FFPacket <EventType> sentPackage = (FFPacket <EventType>)package; FFPacket <EventType> .Decrypt(ref sentPackage.message); return(FFMessageBoard <EventType> .SendToLocal(sentPackage.message, entry)); }
void TriggerHealthEmpty() { EmptyHealthEvent e; e.currentHealth = currentHealth; FFMessageBoard <EmptyHealthEvent> .SendToLocal(e, gameObject); FFMessageBoard <EmptyHealthEvent> .SendToNet(e, gameObject, true); }
// Update is called once per frame void OnUpdateEvent(FFLocalEvents.UpdateEvent e) { FFVector3 moveDirection; moveDirection.x = Input.GetAxis("Horizontal"); moveDirection.y = Input.GetAxis("Vertical"); moveDirection.z = 0; if (Vector3.Magnitude(moveDirection) >= 1) { moveDirection = Vector3.Normalize(moveDirection); } // optimization: Don't send if its not different from the last // move packet sent if (_moveVec != moveDirection) { ExPlayerMoveAction moveEvent; moveEvent.moveDirection = moveDirection; moveEvent.time = FFSystem.time; moveEvent.position = gameObject.transform.position; FFMessageBoard <ExPlayerMoveAction> .SendToLocal(moveEvent, gameObject); FFMessageBoard <ExPlayerMoveAction> .SendToNet(moveEvent, gameObject, false); _moveVec = moveDirection; //Debug.Log("Moving!"); // debug } if (Input.GetButtonDown("Fire1")) { ExPlayerFireAction ePFA; ePFA.position = transform.position + FiringLocation; ePFA.time = FFSystem.time; FFMessageBoard <ExPlayerFireAction> .SendToLocal(ePFA, gameObject); FFMessageBoard <ExPlayerFireAction> .SendToNet(ePFA, gameObject, true); //Debug.Log("Fire1"); //debug } }
void HandleInsideTrigger(Collider other) { if (wantsToUse && !useAreaBlocked) { UseEvent pue = new UseEvent(); pue.player = transform.parent; // Will be parent pue.BlockingAction = false; // event output FFMessageBoard <UseEvent> .SendToLocal(pue, other.gameObject); // Player action is blocking useAreaBlocked = pue.BlockingAction; // disreguard playerwant to use when we become blocked by action wantsToUse = !pue.BlockingAction; } SetCursorDelayed(IdleSprite, Color.white, 0.15f); }