Пример #1
0
        /// <summary>
        /// Sends move request to other players and self.
        /// Use only on host!
        /// </summary>
        /// <param name="node"></param>
        protected virtual void SendMoveRequest(Node node)
        {
            MatchMessageUnitMoved message = new MatchMessageUnitMoved(node.Position.x, node.Position.y, _unit.Id, _unit.OwnerId);

            _stateManager.SendMatchStateMessage(MatchMessageType.UnitMoved, message);
            _stateManager.SendMatchStateMessageSelf(MatchMessageType.UnitMoved, message);
        }
Пример #2
0
        /// <summary>
        /// Starts unit movement towards given node
        /// </summary>
        /// <param name="message"></param>
        private void MoveUnit(MatchMessageUnitMoved message)
        {
            PlayerColor color = message.OwnerId == _connection.Session.UserId ? PlayerColor.Black : PlayerColor.Red;
            Unit        unit  = _units[color][message.UnitId];
            Node        node  = Scene02BattleController.Instance.Nodes[message.NodeX, message.NodeY];

            unit.Move(node);
        }
        /// <summary>
        /// Reads match messages sent by other players, and fires locally events basing on opCode.
        /// </summary>
        /// <param name="opCode"></param>
        /// <param name="messageJson"></param>
        public void ReceiveMatchStateHandle(long opCode, string messageJson)
        {
            //Choosing which event should be invoked basing on opCode, then parsing json to MatchMessage class and firing event
            switch ((MatchMessageType)opCode)
            {
            //UNITS
            case MatchMessageType.UnitSpawned:
                MatchMessageUnitSpawned matchMessageUnitSpawned = MatchMessageUnitSpawned.Parse(messageJson);
                OnUnitSpawned?.Invoke(matchMessageUnitSpawned);
                break;

            case MatchMessageType.UnitMoved:
                MatchMessageUnitMoved matchMessageUnitMoved = MatchMessageUnitMoved.Parse(messageJson);
                OnUnitMoved?.Invoke(matchMessageUnitMoved);
                break;

            case MatchMessageType.UnitAttacked:
                MatchMessageUnitAttacked matchMessageUnitAttacked = MatchMessageUnitAttacked.Parse(messageJson);
                OnUnitAttacked?.Invoke(matchMessageUnitAttacked);
                break;

            //SPELLS
            case MatchMessageType.SpellActivated:
                MatchMessageSpellActivated matchMessageSpellActivated = MatchMessageSpellActivated.Parse(messageJson);
                OnSpellActivated?.Invoke(matchMessageSpellActivated);
                break;

            //CARDS
            case MatchMessageType.CardPlayRequest:
                if (_connection.BattleConnection.HostId == _connection.Account.User.Id)
                {
                    MatchMessageCardPlayRequest matchMessageCardPlayRequest = MatchMessageCardPlayRequest.Parse(messageJson);
                    OnCardRequested?.Invoke(matchMessageCardPlayRequest);
                }
                break;

            case MatchMessageType.CardPlayed:
                MatchMessageCardPlayed matchMessageCardPlayed = MatchMessageCardPlayed.Parse(messageJson);
                OnCardPlayed?.Invoke(matchMessageCardPlayed);
                break;


            case MatchMessageType.CardCanceled:
                MatchMessageCardCanceled matchMessageCardCancelled = MatchMessageCardCanceled.Parse(messageJson);
                OnCardCancelled?.Invoke(matchMessageCardCancelled);
                break;

            case MatchMessageType.StartingHand:
                MatchMessageStartingHand matchMessageStartingHand = MatchMessageStartingHand.Parse(messageJson);
                OnStartingHandReceived?.Invoke(matchMessageStartingHand);
                break;
            }
        }