Пример #1
0
    /// <summary>
    /// Sends the message to update the progress bar with the specified id
    /// </summary>
    /// <param name="recipient"></param>
    /// <param name="spriteIndex"></param>
    /// <param name="progressBarID"></param>
    /// <returns></returns>
    public static ProgressBarMessage SendUpdate(GameObject recipient, int spriteIndex, int progressBarID)
    {
        ProgressBarMessage msg = new ProgressBarMessage
        {
            Recipient     = recipient.GetComponent <NetworkIdentity>().netId,
            SpriteIndex   = spriteIndex,
            ProgressBarID = progressBarID
        };

        msg.SendTo(recipient);
        return(msg);
    }
Пример #2
0
    public static ProgressBarMessage Send(GameObject recipient, int spriteIndex, Vector3 pos)
    {
        ProgressBarMessage msg = new ProgressBarMessage
        {
            Recipient   = recipient.GetComponent <NetworkIdentity>().netId,
            SpriteIndex = spriteIndex,
            Position    = pos
        };

        msg.SendTo(recipient);
        return(msg);
    }
Пример #3
0
    /// <summary>
    /// Sends the message to create the progress bar client side
    /// </summary>
    /// <param name="recipient"></param>
    /// <param name="spriteIndex"></param>
    /// <param name="offsetFromPlayer">offset from player performing the progress action</param>
    /// <param name="progressBarID"></param>
    /// <returns></returns>
    public static ProgressBarMessage SendCreate(GameObject recipient, int spriteIndex, Vector2Int offsetFromPlayer, int progressBarID)
    {
        ProgressBarMessage msg = new ProgressBarMessage
        {
            Recipient        = recipient.GetComponent <NetworkIdentity>().netId,
            SpriteIndex      = spriteIndex,
            OffsetFromPlayer = offsetFromPlayer,
            ProgressBarID    = progressBarID
        };

        msg.SendTo(recipient);
        return(msg);
    }