/*Only the server recieves this event. * Similar to NextTurnEvent, but doesn't update the turn. * Used for network disconnection. * Sends the current spellcasterId. */ public override void OnEvent(NotifyTurnEvent evnt) { BoltConsole.Write("SERVER: Recieved a Notify turn event"); int currentSpellcaster = gameStateEntity.GetComponent <NetworkGameState>().getCurrentTurn(); var nextTurnEvnt = NextPlayerTurnEvent.Create(Bolt.GlobalTargets.Everyone); nextTurnEvnt.NextSpellcaster = currentSpellcaster; nextTurnEvnt.Send(); }
// ----------------- Client callbacks ----------------------------------------------------------- // NOTE: the host also recieves these callbacks public override void OnEvent(NextPlayerTurnEvent evnt) { //BoltConsole.Write("Recieved NextPlayerTurnEvent"); playerEntity.GetComponent <Player>().nextTurnEvent(evnt.NextSpellcaster); }