public void GetData(string stringDataset) { // This is where you'd have to do something to call out specific objects? FrontiersData dataset = NetworkManager.FrontiersData.FromString(stringDataset); var responseData = new FrontiersData(); switch (dataset.Data) { case "GetColor": responseData.Data = "Blue"; break; } responseData.ResponsePlayerID = dataset.ResponsePlayerID; responseData.ResponseTargetID = dataset.ResponseTargetID; // I dont like this, cause it means its not direct to the player if (dataset.ResponsePlayerID != 0) { tno.Send("ResponseData", Target.Others, responseData.ToString()); } }
public void ReceiveSerializedData(string stringDataset) { FrontiersData dataset = NetworkManager.FrontiersData.FromString(stringDataset); //Debug.Log ("Received Data:" + dataset.Data); if (dataset.Type == 0) { // do something with dataset.data // maybe its a type that needs to spawn based on the data. } }
public void RequestData(TNObject callOrigin, Target target, FrontiersData action) { _requests.Add(_requestsCount, callOrigin); // Tells us who wants it back action.ResponseTargetID = _requestsCount; action.ResponsePlayerID = GetMyDetails().id; _requestsCount++; tno.Send("GetData", target, action); }
public void ResponseData(string stringDataset) { // Create a more usable version of things FrontiersData dataset = NetworkManager.FrontiersData.FromString(stringDataset); if (dataset.ResponsePlayerID == GetMyDetails().id) { // This was meant for you // Use reference? // Do something //Debug.Log (dataset.Data); // Remove reference _requests.Remove(dataset.ResponseTargetID); } }
/// <summary> /// Send a raw dataset around to all other connected players in the channel. /// </summary> /// <param name="dataset">Dataset.</param> public void SendSerializedData(FrontiersData dataset) { tno.Send("ReceiveSerializedData", Target.Others, dataset.ToString()); }