// Unlock door/ room is cleared public void OnRecvUnlockDoor_Server(NetworkMessage netMsg) { UnlockDoorMessage msg = netMsg.ReadMessage <UnlockDoorMessage>(); Debug.Log("Host/ServerRecv_UnlockDoor : room_" + msg.roomId + " -> " + msg.isClear); Global.Instance.roomGen.GetRoomList()[msg.roomId].GetComponent <RoomScript>().SetPuzzleComplete(msg.isClear); }
public void OnRecvUnlockDoor_Client(NetworkMessage netMsg) { if (Global.Instance.player.GetComponent <NetworkIdentity>().isServer) { return; } UnlockDoorMessage msg = netMsg.ReadMessage <UnlockDoorMessage>(); Debug.Log("ClientRecv_UnlockDoor : room_" + msg.roomId + " -> " + msg.isClear); Global.Instance.roomGen.GetRoomList()[msg.roomId].GetComponent <RoomScript>().SetPuzzleComplete(msg.isClear); }
public void SendUnlockDoor_S2C(int _roomId, bool _isClear) { UnlockDoorMessage msg = new UnlockDoorMessage(); msg.roomId = _roomId; msg.isClear = _isClear; Debug.Log("SendUnlockDoor_S2C"); if (NetworkServer.active) { NetworkServer.SendToAll(MyMsgType.unlockDoorMsgType_server, msg); } }
public void SendUnlockDoor_C2S(int _roomId, bool _isClear) { if (Global.Instance.player.GetComponent <NetworkIdentity>().isServer) { return; } Debug.Log("SendUnlockDoor_C2S_" + index); UnlockDoorMessage msg = new UnlockDoorMessage(); msg.roomId = _roomId; msg.isClear = _isClear; //send to server myClient.Send(MyMsgType.unlockDoorMsgType_client, msg); }