private void OnLocalDreamshieldReform() { // Only send a packet if we are connected if (!_netClient.IsConnected) { return; } Logger.Info(this, "Dreamshield reformed, sending update packet"); var dreamshieldUpdatePacket = new ServerDreamshieldUpdatePacket { BlockEffect = false, BreakEffect = false, ReformEffect = true }; // _netClient.SendUdp(dreamshieldUpdatePacket.CreatePacket()); }
private void OnDreamshieldUpdate(ushort id, ServerDreamshieldUpdatePacket packet) { // if (!_playerData.ContainsKey(id)) { // Logger.Warn(this, $"Received DreamshieldUpdate packet, but player with ID {id} is not in mapping"); // return; // } // // // Get the scene that the client was last in // var currentScene = _playerData[id].CurrentScene; // // // Create a new DreamshieldDespawn packet containing the ID of the player // var dreamshieldUpdatePacket = new ClientDreamshieldUpdatePacket { // Id = id, // BlockEffect = packet.BlockEffect, // BreakEffect = packet.BreakEffect, // ReformEffect = packet.ReformEffect // }; // dreamshieldUpdatePacket.CreatePacket(); // // // Send the packet to all clients in the same scene // SendPacketToClientsInSameScene(dreamshieldUpdatePacket, false, currentScene, id); }