// ================================================================ // // 통신에 관련 함수. // 아이템 상태 변경 통지 함수. private void SendItemStateChanged(string item_id, ItemController.State state, string owner_id) { if(m_network == null) { return; } Debug.Log("SendItemStateChanged."); // 아이템 획득 문의. ItemData data = new ItemData(); data.itemId = item_id; data.ownerId = owner_id; data.state = (int)state; ItemPacket packet = new ItemPacket(data); int serverNode = m_network.GetServerNode(); Debug.Log("ServerNode:" + serverNode); m_network.SendReliable<ItemData>(serverNode, packet); string log = "[CLIENT] SendItemStateChanged " + "itemId:" + item_id + " state:" + state.ToString() + " ownerId:" + owner_id; Debug.Log(log); dbwin.console().print(log); }
// 아이템 상태 변경. public void setItemState(string name, ItemController.State state, string owner) { GameObject[] items = GameObject.FindGameObjectsWithTag("Item"); if (items.Length == 0) { return; } GameObject go = System.Array.Find(items, x => x.name == name); if (go == null) { return; } ItemController item = go.GetComponent<ItemController>(); if (item == null) { return; } item.state = state; item.owner_account = owner; string log = "Item state changed => " + "[item:" + name + "]" + "[state:" + state.ToString() + "]" + "[owner:" + owner + "]"; Debug.Log(log); dbwin.console().print(log); }