public static void SendSpawnedObjects(int connectionID) { ByteBuffer buffer = new ByteBuffer(); for (int i = 0; i < _data.Index; i++) { SpawnedPrefab sp = _data.spawnedPrefabs[i]; buffer.WriteLong((long)PacketType.NetSpawn); buffer.WriteInteger(sp.assignedID); buffer.WriteString(sp.slug); buffer.WriteFloat(sp.transform.position.x); buffer.WriteFloat(sp.transform.position.y); buffer.WriteFloat(sp.transform.position.z); buffer.WriteFloat(sp.transform.rotation.x); buffer.WriteFloat(sp.transform.rotation.y); buffer.WriteFloat(sp.transform.rotation.z); buffer.WriteFloat(sp.transform.rotation.w); SendDataTo(connectionID, buffer.ToArray()); buffer.Dispose(); } }
public void UpdateObject(int objectID, Vector3 pos) { int index = objectID - 1; if (index == -1 || index > spawnedPrefabs.Count - 1) { return; } SpawnedPrefab sp = spawnedPrefabs[index].Copy(); sp.transform.position = pos; spawnedPrefabs[index] = sp; }
public void UpdateObject(int objectID, Quaternion rot) { int index = objectID - 1; if (index == -1 || index > spawnedPrefabs.Count - 1) { return; } SpawnedPrefab sp = spawnedPrefabs[index].Copy(); sp.transform.rotation = rot; spawnedPrefabs[index] = sp; }