public void SendLandSheepMessage(string _sheepName) { LandSheepMessage _msg = new LandSheepMessage() { sheepName = _sheepName }; //NetworkServer.SendToAll(sheep_movement_msg, _msg); NetworkManager.singleton.client.Send(land_sheep_message, _msg); }
public void processLandSheepMessage(LandSheepMessage _msg) { GameObject sheep = GameObject.Find(_msg.sheepName); if (sheep != null) { SheepMovement sheep_movement = sheep.GetComponent <SheepMovement>(); Animator sheep_animator = sheep.GetComponentInChildren <Animator>(); // set state to available and anim state to iddle sheep_movement.setAvailable(); IAnimState animState = new Iddle(ref sheep_animator); sheep_movement.SetAnimState(animState); // ignoreCollisionWithBases(sheep, true); ignoreCollisionWithPlayers(sheep, true); } }
//recebe do servidor uma shootsheep message private void OnReceiveLandSheepMessage(NetworkMessage _message) { LandSheepMessage _msg = _message.ReadMessage <LandSheepMessage>(); sheepManager.GetComponent <SheepAI>().processLandSheepMessage(_msg); }
public void SendLandSheep(NetworkMessage _message) { LandSheepMessage _msg = _message.ReadMessage <LandSheepMessage>(); NetworkServer.SendToAll(land_sheep_message, _msg); }