示例#1
0
    // 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);
    }
示例#2
0
    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);
    }
示例#3
0
    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);
        }
    }
示例#4
0
    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);
    }