//recv lock door public void OnRecvLockDoor_Server(NetworkMessage netMsg) { LockDoorMessage msg = netMsg.ReadMessage <LockDoorMessage>(); Debug.Log("Host/ServerRecv_LockDoor : room_" + msg.roomId); Global.Instance.roomGen.GetRoomList()[msg.roomId].GetComponent <RoomScript>().LockAllDoor(); SendLockDoor_S2C(msg.roomId); }
public void OnRecvLockDoor_Client(NetworkMessage netMsg) { if (Global.Instance.player.GetComponent <NetworkIdentity>().isServer) { return; } LockDoorMessage msg = netMsg.ReadMessage <LockDoorMessage>(); Debug.Log("ClientRecv_LockDoor : room_" + msg.roomId); Global.Instance.roomGen.GetRoomList()[msg.roomId].GetComponent <RoomScript>().LockAllDoor(); }
public void SendLockDoor_S2C(int _roomId) { LockDoorMessage msg = new LockDoorMessage(); msg.roomId = _roomId; Debug.Log("SendLockDoor_S2C"); if (NetworkServer.active) { NetworkServer.SendToAll(MyMsgType.lockDoorMsgType_server, msg); } }
public void SendLockDoor_C2S(int _roomId) { if (Global.Instance.player.GetComponent <NetworkIdentity>().isServer) { return; } Debug.Log("SendLockDoor_C2S_" + index); LockDoorMessage msg = new LockDoorMessage(); msg.roomId = _roomId; //send to server myClient.Send(MyMsgType.lockDoorMsgType_client, msg); }