public void UpdatePlayerPosition(User sender, string[] args) { string uid = sender.UUID; pVector pos = pVector.StringToPVector(args[0]); Server.GetCurrent().Clients[uid].UserData.UpdatePosition(pos); User u = Server.GetCurrent().Clients[uid].UserData; Server.GetCurrent().SendRPC(sender, $"pl_update_position {uid} {u.GetPosition()}"); }
public void UpdatePlayerEuler(User sender, string[] args) { string uid = sender.UUID; pVector euler = pVector.StringToPVector(args[0]); Server.GetCurrent().Clients[uid].UserData.UpdateEuler(euler); User u = Server.GetCurrent().Clients[uid].UserData; Server.GetCurrent().SendRPC(sender, $"pl_update_euler {u.UUID} {u.GetEuler()}"); }
public void UpdateTransform(User sender, string[] args) { string uid = sender.UUID; pVector position = pVector.StringToPVector(args[0]); pVector euler = pVector.StringToPVector(args[1]); Server.GetCurrent().Clients[uid].UserData.UpdatePosition(position); Server.GetCurrent().Clients[uid].UserData.UpdateEuler(euler); User u = Server.GetCurrent().Clients[uid].UserData; Server.GetCurrent().SendRPC(sender, $"pl_update_transform {u.UUID} {u.GetPosition()} {u.GetEuler()}"); }
public void UpdatePlayerPosition(string[] args) { string uid = args[0]; // Check if the user exists in our local list if not then we are out of sync if (!Client.GetCurrent().ConnectedUsers.ContainsKey(uid)) { Client.GetCurrent().Send("sync_list"); return; } pVector pos = pVector.StringToPVector(args[1]); Client.GetCurrent().ConnectedUsers[uid].UpdatePosition(pos); }