private void ProcessSyncData(GameMySyncMessage mySyncMessage) { // 플레이어 데이터 동기화 if (players == null) { Debug.LogError("Player Poll is null!"); return; } Debug.Log(BackEndMatchManager.instance.GetNickNameBySessionId(mySyncMessage.session) + " : 셋팅"); players[mySyncMessage.session].Stats.MaxHp = mySyncMessage.MaxHp; players[mySyncMessage.session].Stats.CurHp = mySyncMessage.MaxHp; players[mySyncMessage.session].Stats.Stamina = mySyncMessage.Stamina; players[mySyncMessage.session].Stats.ReductionStamina = mySyncMessage.ReductionStamina; players[mySyncMessage.session].Stats.WeakAttackDamage = mySyncMessage.WeakAttackDamage; players[mySyncMessage.session].Stats.WeakAttackStun = mySyncMessage.WeakAttackStun; players[mySyncMessage.session].Stats.WeakAttackPenetration = mySyncMessage.WeakAttackPenetration; players[mySyncMessage.session].Stats.StrongAttackDamage = mySyncMessage.StrongAttackDamage; players[mySyncMessage.session].Stats.StrongAttackStun = mySyncMessage.StrongAttackStun; players[mySyncMessage.session].Stats.StrongAttackPenetration = mySyncMessage.StrongAttackPenetration; players[mySyncMessage.session].Stats.DefeneseReceivingDamage = mySyncMessage.DefeneseReceivingDamage; players[mySyncMessage.session].Stats.DefeneseReductionStun = mySyncMessage.DefeneseReductionStun; players[mySyncMessage.session].Stats.nowCharacter = mySyncMessage.nowCharacter; players[mySyncMessage.session].CharactersPrefab[players[mySyncMessage.session].Stats.nowCharacter].SetActive(true); players[mySyncMessage.session].Anim = players[mySyncMessage.session].CharactersPrefab[players[mySyncMessage.session].Stats.nowCharacter].GetComponent <Animator>(); StartCoroutine(players[mySyncMessage.session].CR_StaminaHeal()); }
public void OnRecieve(MatchRelayEventArgs args) { if (args.BinaryUserData == null) { Debug.LogWarning(string.Format("빈 데이터가 브로드캐스팅 되었습니다.\n{0} - {1}", args.From, args.ErrInfo)); // 데이터가 없으면 그냥 리턴 return; } Message msg = DataParser.ReadJsonData <Message>(args.BinaryUserData); if (msg == null) { return; } //if (BackEndMatchManager.instance.isHost != true && args.From.SessionId == myPlayerIndex) //{ // Debug.Log("패킷 받기 안됨"); // return; //} if (players == null) { Debug.Log("패킷 받기 안됨"); return; } Debug.Log("패킷 받기 : " + (int)msg.type); switch (msg.type) { case Protocol.Type.StartCount: // 아무것도 못하게 하기 StartCountMessage startCount = DataParser.ReadJsonData <StartCountMessage>(args.BinaryUserData); if (startCount.time == 0) { GameUI.instance.SetStartText("게임 시작"); } else { GameUI.instance.SetStartText(startCount.time.ToString()); } break; case Protocol.Type.GameStart: // 플레이 가능하게 하기 GameManager.instance.ChangeState(GameManager.GameState.InGame); GameUI.instance.baseObj.SetActive(true); GameUI.instance.fadeObj.SetActive(false); StartCoroutine(GameUI.instance.gameTimeCheck(BackEndMatchManager.instance.matchInfos[0].matchMinute)); break; case Protocol.Type.GameEnd: GameEndMessage endMessage = DataParser.ReadJsonData <GameEndMessage>(args.BinaryUserData); SetGameRecord(endMessage.count, endMessage.sessionList); break; case Protocol.Type.Idle: PlayerIdleMessage idleMsg = DataParser.ReadJsonData <PlayerIdleMessage>(args.BinaryUserData); ProcessPlayerData(idleMsg); break; case Protocol.Type.WeakAttack: PlayerWeakAttackMessage weakattackMsg = DataParser.ReadJsonData <PlayerWeakAttackMessage>(args.BinaryUserData); ProcessPlayerData(weakattackMsg); break; case Protocol.Type.StrongAttack: PlayerStrongAttackMessage strongattackMsg = DataParser.ReadJsonData <PlayerStrongAttackMessage>(args.BinaryUserData); ProcessPlayerData(strongattackMsg); break; case Protocol.Type.Defense: PlayerDefenseMessage defenseMsg = DataParser.ReadJsonData <PlayerDefenseMessage>(args.BinaryUserData); ProcessPlayerData(defenseMsg); break; case Protocol.Type.Stun: PlayerStunMessage stunMsg = DataParser.ReadJsonData <PlayerStunMessage>(args.BinaryUserData); ProcessPlayerData(stunMsg); break; case Protocol.Type.AttackEnd: PlayerAttackEndMessage endMsg = DataParser.ReadJsonData <PlayerAttackEndMessage>(args.BinaryUserData); ProcessPlayerData(endMsg); break; case Protocol.Type.GameSync: GameSyncMessage syncMessage = DataParser.ReadJsonData <GameSyncMessage>(args.BinaryUserData); ProcessSyncData(syncMessage); break; case Protocol.Type.GameMySync: Debug.Log("싱크 맞추기"); GameMySyncMessage mySyncMessage = DataParser.ReadJsonData <GameMySyncMessage>(args.BinaryUserData); ProcessSyncData(mySyncMessage); break; case Protocol.Type.Calculation: CalculationMessage calMessage = DataParser.ReadJsonData <CalculationMessage>(args.BinaryUserData); ProcessCalData(calMessage); break; case Protocol.Type.Damaged: PlayerDamagedMessage damMessage = DataParser.ReadJsonData <PlayerDamagedMessage>(args.BinaryUserData); ProcessPlayerData(damMessage); break; case Protocol.Type.Stamina: PlayerStaminaMessage staMessage = DataParser.ReadJsonData <PlayerStaminaMessage>(args.BinaryUserData); ProcessPlayerData(staMessage); break; default: Debug.Log("Unknown protocol type"); return; } }