protected override void Read(OnlineReader Sender) { RoomID = Sender.ReadString(); RoomName = Sender.ReadString(); MapPath = Sender.ReadString(); RoomType = Sender.ReadString(); RoomSubtype = Sender.ReadString(); CurrentDifficulty = Sender.ReadString(); int ListJoiningPlayerCount = Sender.ReadInt32(); for (int P = 0; P < ListJoiningPlayerCount; ++P) { ListJoiningPlayerID.Add(Sender.ReadString()); } RoomData = Sender.ReadByteArray(); HasGame = Sender.ReadBoolean(); }
protected override void Read(OnlineReader Sender) { int ListLocalCharacterIDCount = Sender.ReadInt32(); for (int i = 0; i < ListLocalCharacterIDCount; ++i) { ListLocalCharacterID.Add(Sender.ReadUInt32()); } int ListAllCharacterIDCount = Sender.ReadInt32(); for (int i = 0; i < ListAllCharacterIDCount; ++i) { uint RobotID = Sender.ReadUInt32(); Player NewPlayer = new Player(Sender.ReadString(), Sender.ReadString(), Player.PlayerTypes.Online, true, Sender.ReadInt32()); DicAllPlayer.Add(RobotID, NewPlayer); } ArrayGameData = Sender.ReadByteArray(); }
public static GamePlayer ReadGamePlayer(OnlineReader Sender) { uint GamePlayerID = Sender.ReadUInt32(); int LayerIndex = Sender.ReadInt32(); Vector2 PlayerPosition = new Vector2(Sender.ReadFloat(), Sender.ReadFloat()); string PlayerID = Sender.ReadString(); string PlayerName = Sender.ReadString(); string PlayerType = Sender.ReadString(); int PlayerTeam = Sender.ReadInt32(); Player PlayerInfo = new Player(PlayerID, PlayerName, PlayerType, PlayerTeam); PlayerInfo.Equipment.CharacterType = Sender.ReadString(); /*PlayerInfo.Equipment.EquipedBooster =*/ Sender.ReadString(); PlayerInfo.Equipment.GrenadeType = Sender.ReadString(); /*PlayerInfo.Equipment.EquipedSecondaryWeapon = */ Sender.ReadString(); /*PlayerInfo.Equipment.EquipedWeaponOption =*/ Sender.ReadString(); /*PlayerInfo.Equipment.EquipedArmor =*/ Sender.ReadString(); return(new GamePlayer(GamePlayerID, null, LayerIndex, PlayerPosition, PlayerInfo)); }
protected override void Read(OnlineReader Sender) { int ListRoomUpdatesCount = Sender.ReadInt32(); for (int i = 0; i < ListRoomUpdatesCount; ++i) { string RoomID = Sender.ReadString(); bool IsDead = Sender.ReadBoolean(); if (IsDead) { ListAllRoom.Add(new RoomInformations(RoomID, IsDead)); } else { string Name = Sender.ReadString(); int MaxPlayer = Sender.ReadInt32(); int CurrentClientCount = Sender.ReadInt32(); ListAllRoom.Add(new RoomInformations(RoomID, Name, MaxPlayer, CurrentClientCount)); } } }
protected override void Read(OnlineReader Sender) { CurrentDifficulty = Sender.ReadString(); MissionPath = Sender.ReadString(); }
protected override void Read(OnlineReader Sender) { PlayerID = Sender.ReadString(); Team = Sender.ReadInt32(); }
protected override void Read(OnlineReader Sender) { RoomPlayerID = Sender.ReadString(); InGamePlayerID = Sender.ReadUInt32(); }
public Squad GetOnlineSquad(OnlineReader ActivePlayer, out int SquadPlayerIndex) { SquadPlayerIndex = ActivePlayer.ReadInt32(); float SquadPositionX = ActivePlayer.ReadFloat(); float SquadPositionY = ActivePlayer.ReadFloat(); float SquadPositionZ = ActivePlayer.ReadFloat(); string ActiveSquadSquadName = ActivePlayer.ReadString(); byte UnitsInSquad = ActivePlayer.ReadByte(); Unit NewLeader = null, NewWingmanA = null, NewWingmanB = null; if (UnitsInSquad >= 1) { string UnitTypeName = ActivePlayer.ReadString(); string UnitName = ActivePlayer.ReadString(); int CharacterCount = ActivePlayer.ReadInt32(); NewLeader = Unit.FromType(UnitTypeName, UnitName, Map.Content, Map.DicUnitType, Map.DicRequirement, Map.DicEffect); NewLeader.ArrayCharacterActive = new Character[CharacterCount]; for (int C = 0; C < CharacterCount; C++) { NewLeader.ArrayCharacterActive[C] = new Character(ActivePlayer.ReadString(), Map.Content, Map.DicRequirement, Map.DicEffect); } //Initialise the Unit stats. NewLeader.Init(); } if (UnitsInSquad >= 2) { string UnitTypeName = ActivePlayer.ReadString(); string UnitName = ActivePlayer.ReadString(); int CharacterCount = ActivePlayer.ReadInt32(); NewWingmanA = Unit.FromType(UnitTypeName, UnitName, Map.Content, Map.DicUnitType, Map.DicRequirement, Map.DicEffect); NewWingmanA.ArrayCharacterActive = new Character[CharacterCount]; for (int C = 0; C < CharacterCount; C++) { NewWingmanA.ArrayCharacterActive[C] = new Character(ActivePlayer.ReadString(), Map.Content, Map.DicRequirement, Map.DicEffect); } //Initialise the Unit stats. NewWingmanA.Init(); } if (UnitsInSquad >= 3) { string UnitTypeName = ActivePlayer.ReadString(); string UnitName = ActivePlayer.ReadString(); int CharacterCount = ActivePlayer.ReadInt32(); NewWingmanB = Unit.FromType(UnitTypeName, UnitName, Map.Content, Map.DicUnitType, Map.DicRequirement, Map.DicEffect); NewWingmanB.ArrayCharacterActive = new Character[CharacterCount]; for (int C = 0; C < CharacterCount; C++) { NewWingmanB.ArrayCharacterActive[C] = new Character(ActivePlayer.ReadString(), Map.Content, Map.DicRequirement, Map.DicEffect); } //Initialise the Unit stats. NewWingmanB.Init(); } Squad NewSquad = new Squad(ActiveSquadSquadName, NewLeader, NewWingmanA, NewWingmanB); Map.SpawnSquad(SquadPlayerIndex, NewSquad, 0, new Vector3(SquadPositionX, SquadPositionY, SquadPositionZ)); return(NewSquad); }
protected override void Read(OnlineReader Sender) { ActiveStatusScreenPlayerIndex = Sender.ReadInt32(); ActiveStatusScreenSquadIndex = Sender.ReadInt32(); }
protected override void Read(OnlineReader Sender) { IncomingDefendingPlayerIndex = Sender.ReadInt32(); }
protected override void Read(OnlineReader Sender) { RoomSubtype = Sender.ReadString(); }
protected override void Read(OnlineReader Sender) { NewPlayerType = Sender.ReadString(); }
protected override void Read(OnlineReader Host) { PlayerID = Host.ReadUInt32(); Input = Host.ReadString(); }
protected override void Read(OnlineReader Sender) { PlayerID = Sender.ReadString(); CharacterType = Sender.ReadString(); }
protected override void Read(OnlineReader Host) { Position = new Vector2(Host.ReadFloat(), Host.ReadFloat()); Speed = new Vector2(Host.ReadFloat(), Host.ReadFloat()); VFXType = (VFXTypes)Host.ReadByte(); }
protected override void Read(OnlineReader Sender) { PlayerID = Sender.ReadString(); PlayerInfo = Sender.ReadByteArray(); }
protected override void Read(OnlineReader Sender) { NextLevelPath = Sender.ReadString(); }
protected override void Read(OnlineReader Sender) { NewTeam = Sender.ReadInt32(); }
protected override void Read(OnlineReader Sender) { Position = new Vector2(Sender.ReadFloat(), Sender.ReadFloat()); Speed = new Vector2(Sender.ReadFloat(), Sender.ReadFloat()); VFXType = Sender.ReadByte(); }
protected override void Read(OnlineReader Sender) { IsPlayerControlled = Sender.ReadBoolean(); GamePlayerToCreate = ReadGamePlayer(Sender); }
protected override void Read(OnlineReader Sender) { throw new NotImplementedException(); }
protected override void Read(OnlineReader Sender) { RoomID = Sender.ReadString(); ArrayGameData = Sender.ReadByteArray(); }
protected override void Read(OnlineReader Sender) { AttackIndex = Sender.ReadInt32(); }
protected override void Read(OnlineReader Sender) { PlayerID = Sender.ReadString(); PlayerName = Sender.ReadString(); }
protected override void Read(OnlineReader Sender) { Defender = Sender.ReadBoolean(); }
protected override void Read(OnlineReader Sender) { MaxKill = Sender.ReadInt32(); MaxGameLengthInMinutes = Sender.ReadInt32(); }
protected override void Read(OnlineReader Sender) { int NewSquadPlayerIndex; Squad NewSquad = GetOnlineSquad(Sender, out NewSquadPlayerIndex); }
protected override void Read(OnlineReader Sender) { CursorPositionX = Sender.ReadFloat(); CursorPositionY = Sender.ReadFloat(); }
protected override void Read(OnlineReader Sender) { }
protected override void Read(OnlineReader Sender) { PlayerID = Sender.ReadUInt32(); IsPlayerControlled = Sender.ReadBoolean(); }