protected override void Read(OnlineReader Sender) { LocalPlayerIndex = Sender.ReadByte(); int ArraySquadLength = Sender.ReadInt32(); ArrayNewSquad = new SquadLoadout[ArraySquadLength]; for (int S = 0; S < ArraySquadLength; ++S) { int UnitsInSquad = Sender.ReadInt32(); UnitLoadout[] ArrayNewUnit = new UnitLoadout[UnitsInSquad]; for (int U = 0; U < UnitsInSquad; ++U) { string UnitTypeName = Sender.ReadString(); string RelativePath = Sender.ReadString(); int ArrayCharacterLength = Sender.ReadInt32(); string[] ArrayNewCharacter = new string[UnitsInSquad]; for (int C = 0; C < ArrayCharacterLength; ++C) { ArrayNewCharacter[C] = Sender.ReadString(); } ArrayNewUnit[S] = new UnitLoadout(UnitTypeName, RelativePath, ArrayNewCharacter); } ArrayNewSquad[S] = new SquadLoadout(ArrayNewUnit); } }
protected override void Read(OnlineReader Sender) { int ListRoomUpdatesCount = Sender.ReadInt32(); for (int i = 0; i < ListRoomUpdatesCount; ++i) { string RoomID = Sender.ReadString(); bool IsDead = Sender.ReadBoolean(); if (IsDead) { ListRoomUpdates.Add(new ServerRoomInformations(RoomID, IsDead)); } else { string Name = Sender.ReadString(); string RoomType = Sender.ReadString(); string RoomSubtype = Sender.ReadString(); bool IsPlaying = Sender.ReadBoolean(); int MaxPlayer = Sender.ReadInt32(); int CurrentClientCount = Sender.ReadInt32(); ListRoomUpdates.Add(new ServerRoomInformations(RoomID, Name, RoomType, RoomSubtype, IsPlaying, MaxPlayer, CurrentClientCount)); } } }
protected override void Read(OnlineReader Sender) { UpdatedPlayerIndex = Sender.ReadInt32(); UpdatedSquadIndex = Sender.ReadInt32(); IsFlying = Sender.ReadBoolean(); }
protected override void Read(OnlineReader Sender) { Map.CursorControl(); CursorPositionX = Sender.ReadInt32(); CursorPositionY = Sender.ReadInt32(); CameraPositionX = Sender.ReadInt32(); CameraPositionY = Sender.ReadInt32(); }
protected override void Read(OnlineReader Sender) { BattleMenuCursorIndex = (DeathmatchMap.BattleMenuChoices)Sender.ReadInt32(); BattleMenuCursorIndexSecond = Sender.ReadInt32(); ActiveSquadAttackIndex = Sender.ReadInt32(); TargetSquadAttackIndex = Sender.ReadInt32(); BattleMenuStage = (DeathmatchMap.BattleMenuStages)Sender.ReadInt32(); ShowAnimation = Sender.ReadBoolean(); }
protected override void Read(OnlineReader Sender) { UpdatedPlayerIndex = Sender.ReadInt32(); UpdatedSquadIndex = Sender.ReadInt32(); CursorPositionX = Sender.ReadFloat(); CursorPositionY = Sender.ReadFloat(); CursorPositionZ = Sender.ReadFloat(); }
protected override void Read(OnlineReader Sender) { MVChoiceCount = Sender.ReadInt32(); ArrayAttackChoice = new Point[MVChoiceCount]; for (int M = 0; M < MVChoiceCount; M++) { ArrayAttackChoice[M] = new Point(Sender.ReadInt32(), Sender.ReadInt32()); } }
protected override void Read(OnlineReader Host) { LayerIndex = Host.ReadInt32(); ActiveRobotID = Host.ReadUInt32(); TargetRobotID = Host.ReadUInt32(); DamagePosition = new Vector2(Host.ReadFloat(), Host.ReadFloat()); Damage = Host.ReadInt32(); FinalHP = Host.ReadInt32(); IsPlayerControlled = Host.ReadBoolean(); }
protected override void Read(OnlineReader Host) { LayerIndex = Host.ReadInt32(); PlayerID = Host.ReadUInt32(); PositionX = Host.ReadFloat(); PositionY = Host.ReadFloat(); PlayerHP = Host.ReadInt32(); }
protected override void Read(OnlineReader Sender) { ActivePlayerIndex = Sender.ReadInt32(); if (ActivePlayerIndex != Map.ActivePlayerIndex) { throw new Exception("Error on Attacking Squad selection."); } ActiveSquadIndex = Sender.ReadInt32(); }
protected override void Read(OnlineReader Sender) { ActivePlayerIndex = Sender.ReadInt32(); if (ActivePlayerIndex == Map.ActivePlayerIndex) { throw new Exception("Error on Defending Squad selection."); } TargetSquadIndex = Sender.ReadInt32(); }
protected override void Read(OnlineReader Sender) { RoomID = Sender.ReadString(); RoomExist = Sender.ReadBoolean(); if (RoomExist) { CurrentPlayerCount = Sender.ReadInt32(); MaxNumberOfPlayer = Sender.ReadInt32(); } }
protected override void Read(OnlineReader Host) { OwnerID = Host.ReadUInt32(); LayerIndex = Host.ReadInt32(); WeaponName = Host.ReadString(); GunNozzlePosition = new Vector2(Host.ReadFloat(), Host.ReadFloat()); int NumberOfBullets = Host.ReadInt32(); ListSpeed = new List <Vector2>(NumberOfBullets); for (int B = 0; B < NumberOfBullets; ++B) { ListSpeed.Add(new Vector2(Host.ReadFloat(), Host.ReadFloat())); } }
protected override void Read(OnlineReader Host) { LayerIndex = Host.ReadInt32(); PlayerID = Host.ReadUInt32(); PositionX = Host.ReadFloat(); PositionY = Host.ReadFloat(); SpeedX = Host.ReadFloat(); SpeedY = Host.ReadFloat(); ActiveMovementStance = Host.ReadString(); WeaponCount = Host.ReadInt32(); ListWeaponAngle = new List <float>(WeaponCount); for (int W = 0; W < WeaponCount; W++) { ListWeaponAngle.Add(Host.ReadFloat()); } }
protected override void Read(OnlineReader Sender) { int ListOtherMasterCount = Sender.ReadInt32(); for (int M = 0; M < ListOtherMasterCount; ++M) { ListOtherMasterIP.Add(Sender.ReadString()); } }
protected override void Read(OnlineReader Sender) { PlayerID = Sender.ReadUInt32(); LayerIndex = Sender.ReadInt32(); Team = Sender.ReadInt32(); AIPath = Sender.ReadString(); EnemyPath = Sender.ReadString(); Position = new Vector2(Sender.ReadFloat(), Sender.ReadFloat()); int ListWeaponsCount = Sender.ReadInt32(); ListWeapons = new List <string>(ListWeaponsCount); for (int W = 0; W < ListWeaponsCount; ++W) { ListWeapons.Add(Sender.ReadString()); } }
protected override void Read(OnlineReader Sender) { int ListActionPanelCount = Sender.ReadInt32(); ArrayActionPanel = new ActionPanel[ListActionPanelCount]; for (int A = 0; A < ListActionPanelCount; ++A) { ArrayActionPanel[A] = ActionPanel.Read(Sender, DicActionPanel); } }
protected override void Read(OnlineReader Sender) { int ListJoiningPlayerInfoCount = Sender.ReadInt32(); for (int P = 0; P < ListJoiningPlayerInfoCount; P++) { BattleMapPlayer JoiningPlayer = new BattleMapPlayer(Sender.ReadString(), Sender.ReadString(), BattleMapPlayer.PlayerTypes.Player, true, 0, true, Color.Blue); ListJoiningPlayer.Add(JoiningPlayer); } }
protected override void Read(OnlineReader Sender) { int ListLocalCharacterIDCount = Sender.ReadInt32(); for (int i = 0; i < ListLocalCharacterIDCount; ++i) { ListLocalCharacterID.Add(Sender.ReadUInt32()); } int ListAllCharacterIDCount = Sender.ReadInt32(); for (int i = 0; i < ListAllCharacterIDCount; ++i) { uint RobotID = Sender.ReadUInt32(); Player NewPlayer = new Player(Sender.ReadString(), Sender.ReadString(), Player.PlayerTypes.Online, true, Sender.ReadInt32()); DicAllPlayer.Add(RobotID, NewPlayer); } ArrayGameData = Sender.ReadByteArray(); }
protected override void Read(OnlineReader Sender) { int ListJoiningPlayerInfoCount = Sender.ReadInt32(); for (int P = 0; P < ListJoiningPlayerInfoCount; P++) { Player JoiningPlayer = new Player(Sender.ReadString(), Sender.ReadString(), Player.PlayerTypes.Player, true, 0); JoiningPlayer.Equipment.CharacterType = Sender.ReadString(); ListJoiningPlayer.Add(JoiningPlayer); } }
public static GamePlayer ReadGamePlayer(OnlineReader Sender) { uint GamePlayerID = Sender.ReadUInt32(); int LayerIndex = Sender.ReadInt32(); Vector2 PlayerPosition = new Vector2(Sender.ReadFloat(), Sender.ReadFloat()); string PlayerID = Sender.ReadString(); string PlayerName = Sender.ReadString(); string PlayerType = Sender.ReadString(); int PlayerTeam = Sender.ReadInt32(); Player PlayerInfo = new Player(PlayerID, PlayerName, PlayerType, PlayerTeam); PlayerInfo.Equipment.CharacterType = Sender.ReadString(); /*PlayerInfo.Equipment.EquipedBooster =*/ Sender.ReadString(); PlayerInfo.Equipment.GrenadeType = Sender.ReadString(); /*PlayerInfo.Equipment.EquipedSecondaryWeapon = */ Sender.ReadString(); /*PlayerInfo.Equipment.EquipedWeaponOption =*/ Sender.ReadString(); /*PlayerInfo.Equipment.EquipedArmor =*/ Sender.ReadString(); return(new GamePlayer(GamePlayerID, null, LayerIndex, PlayerPosition, PlayerInfo)); }
protected override void Read(OnlineReader Sender) { SendBackToSender = false; int ListActionPanelCount = Sender.ReadInt32(); ArrayActionPanel = new ActionPanel[ListActionPanelCount]; for (int A = 0; A < ListActionPanelCount; ++A) { ArrayActionPanel[A] = ActionPanel.Read(Sender, DicActionPanel); if (ArrayActionPanel[A].SendBackToSender) { SendBackToSender = true; } } }
protected override void Read(OnlineReader Sender) { int ListPlayerNameCount = Sender.ReadInt32(); ArrayLobbyFriend = new Player[ListPlayerNameCount]; for (int P = 0; P < ListPlayerNameCount; ++P) { string PlayerID = Sender.ReadString(); byte[] ArrayPlayerInfo = Sender.ReadByteArray(); ByteReader BR = new ByteReader(ArrayPlayerInfo); ArrayLobbyFriend[P] = new Player(PlayerID, BR.ReadString(), Player.PlayerTypes.Online, 0); ArrayLobbyFriend[P].Level = BR.ReadInt32(); BR.Clear(); } }
protected override void Read(OnlineReader Sender) { RoomID = Sender.ReadString(); RoomName = Sender.ReadString(); MapPath = Sender.ReadString(); RoomType = Sender.ReadString(); RoomSubtype = Sender.ReadString(); CurrentDifficulty = Sender.ReadString(); int ListJoiningPlayerCount = Sender.ReadInt32(); for (int P = 0; P < ListJoiningPlayerCount; ++P) { ListJoiningPlayerID.Add(Sender.ReadString()); } RoomData = Sender.ReadByteArray(); HasGame = Sender.ReadBoolean(); }
public Squad GetOnlineSquad(OnlineReader ActivePlayer, out int SquadPlayerIndex) { SquadPlayerIndex = ActivePlayer.ReadInt32(); float SquadPositionX = ActivePlayer.ReadFloat(); float SquadPositionY = ActivePlayer.ReadFloat(); float SquadPositionZ = ActivePlayer.ReadFloat(); string ActiveSquadSquadName = ActivePlayer.ReadString(); byte UnitsInSquad = ActivePlayer.ReadByte(); Unit NewLeader = null, NewWingmanA = null, NewWingmanB = null; if (UnitsInSquad >= 1) { string UnitTypeName = ActivePlayer.ReadString(); string UnitName = ActivePlayer.ReadString(); int CharacterCount = ActivePlayer.ReadInt32(); NewLeader = Unit.FromType(UnitTypeName, UnitName, Map.Content, Map.DicUnitType, Map.DicRequirement, Map.DicEffect); NewLeader.ArrayCharacterActive = new Character[CharacterCount]; for (int C = 0; C < CharacterCount; C++) { NewLeader.ArrayCharacterActive[C] = new Character(ActivePlayer.ReadString(), Map.Content, Map.DicRequirement, Map.DicEffect); } //Initialise the Unit stats. NewLeader.Init(); } if (UnitsInSquad >= 2) { string UnitTypeName = ActivePlayer.ReadString(); string UnitName = ActivePlayer.ReadString(); int CharacterCount = ActivePlayer.ReadInt32(); NewWingmanA = Unit.FromType(UnitTypeName, UnitName, Map.Content, Map.DicUnitType, Map.DicRequirement, Map.DicEffect); NewWingmanA.ArrayCharacterActive = new Character[CharacterCount]; for (int C = 0; C < CharacterCount; C++) { NewWingmanA.ArrayCharacterActive[C] = new Character(ActivePlayer.ReadString(), Map.Content, Map.DicRequirement, Map.DicEffect); } //Initialise the Unit stats. NewWingmanA.Init(); } if (UnitsInSquad >= 3) { string UnitTypeName = ActivePlayer.ReadString(); string UnitName = ActivePlayer.ReadString(); int CharacterCount = ActivePlayer.ReadInt32(); NewWingmanB = Unit.FromType(UnitTypeName, UnitName, Map.Content, Map.DicUnitType, Map.DicRequirement, Map.DicEffect); NewWingmanB.ArrayCharacterActive = new Character[CharacterCount]; for (int C = 0; C < CharacterCount; C++) { NewWingmanB.ArrayCharacterActive[C] = new Character(ActivePlayer.ReadString(), Map.Content, Map.DicRequirement, Map.DicEffect); } //Initialise the Unit stats. NewWingmanB.Init(); } Squad NewSquad = new Squad(ActiveSquadSquadName, NewLeader, NewWingmanA, NewWingmanB); Map.SpawnSquad(SquadPlayerIndex, NewSquad, 0, new Vector3(SquadPositionX, SquadPositionY, SquadPositionZ)); return(NewSquad); }
protected override void Read(OnlineReader Sender) { ActiveStatusScreenPlayerIndex = Sender.ReadInt32(); ActiveStatusScreenSquadIndex = Sender.ReadInt32(); }
protected override void Read(OnlineReader Sender) { IncomingDefendingPlayerIndex = Sender.ReadInt32(); }
protected override void Read(OnlineReader Sender) { AttackIndex = Sender.ReadInt32(); }
protected override void Read(OnlineReader Sender) { MaxKill = Sender.ReadInt32(); MaxGameLengthInMinutes = Sender.ReadInt32(); }
protected override void Read(OnlineReader Sender) { PlayerID = Sender.ReadString(); Team = Sender.ReadInt32(); }