// public void MessageReceived(NetworkMessage netMsg) { // SomethingMessage hej = netMsg.ReadMessage<SomethingMessage>(); // Debug.Log ("COS POSZLO!!!" + hej.someInt); // BoardSpawn board = GameObject.Find("Board").GetComponent<BoardSpawn>(); // board.bombFromNetwork (hej.someInt); // } public void Bomb(NetworkMessage netMsg) { Debug.Log("Connected! XDXDXD"); SomethingMessage hej = netMsg.ReadMessage <SomethingMessage>(); addBombOnBoard(hej.someInt); }
public void BombToServer(NetworkMessage netMsg) { Debug.Log("Sending to All 1 xD"); SomethingMessage hej = netMsg.ReadMessage <SomethingMessage>(); addBombOnBoard(hej.someInt); Debug.Log("Sending to All xD"); NetworkServer.SendToAll(666, new SomethingMessage(hej.someInt)); }
///<summary> ///// El cliente llamaría a esta función con el valor que quiera enviar. /// datos de los mensajes ///</summary> public void SendSomethingToServer(string headR, string chestR, string legR, string leftArmR, string rigthArmR) { var msg = new SomethingMessage(); msg.headE = headR; msg.chestE = chestR; msg.legE = legR; msg.leftArmE = leftArmR; msg.rigthArmE = rigthArmR; GameObject.Find("NetworkController").GetComponent <NetworkController>().client.Send(CustomMsgID.Something, msg); }