Пример #1
0
 static void ShootDirectionChangeCallback(MySyncControllableEntity sync, ref ShootDirectionChangeMsg msg, MyNetworkClient sender)
 {
     sync.ShootDirection = msg.Direction;
     if (Sync.IsServer)
     {
         MySession.Static.SyncLayer.SendMessageToAllButOne(ref msg, sender.SteamUserId);
     }
 }
Пример #2
0
        public void UpdateShootDirection(Vector3 direction, int multiplayerUpdateInterval)
        {
            if (multiplayerUpdateInterval != 0 && MySandboxGame.TotalGamePlayTimeInMilliseconds - m_lastShootDirectionUpdate > multiplayerUpdateInterval)
            {
                ShootDirectionChangeMsg msg = new ShootDirectionChangeMsg();
                msg.EntityId  = SyncedEntityId;
                msg.Direction = direction;

                MySession.Static.SyncLayer.SendMessageToServer(ref msg);
                m_lastShootDirectionUpdate = MySandboxGame.TotalGamePlayTimeInMilliseconds;
            }
            ShootDirection = direction;
        }
 static void ShootDirectionChangeCallback(MySyncControllableEntity sync, ref ShootDirectionChangeMsg msg, MyNetworkClient sender)
 {
     sync.ShootDirection = msg.Direction;
 }
 static void ShootDirectionChangeCallback(MySyncControllableEntity sync, ref ShootDirectionChangeMsg msg, MyNetworkClient sender)
 {
     sync.ShootDirection = msg.Direction;
     if(Sync.IsServer)
     {
         MySession.Static.SyncLayer.SendMessageToAllButOne(ref msg, sender.SteamUserId);
     }
 }
        public void UpdateShootDirection(Vector3 direction, int multiplayerUpdateInterval)
        {
            if (multiplayerUpdateInterval != 0 && MySandboxGame.TotalGamePlayTimeInMilliseconds - m_lastShootDirectionUpdate > multiplayerUpdateInterval)
            {
                ShootDirectionChangeMsg msg = new ShootDirectionChangeMsg();
                msg.EntityId = SyncedEntityId;
                msg.Direction = direction;

                MySession.Static.SyncLayer.SendMessageToServer(ref msg);
                m_lastShootDirectionUpdate = MySandboxGame.TotalGamePlayTimeInMilliseconds;
            }
            ShootDirection = direction;
        }
 static void ShootDirectionChangeCallback(MySyncControllableEntity sync, ref ShootDirectionChangeMsg msg, MyNetworkClient sender)
 {
     sync.ShootDirection = msg.Direction;
 }