示例#1
0
    void RPCSetPlayerCustomString(uLink.NetworkPlayer player, string key, string data)
    {
        Debug.Log("in RPCSetPlayerCustomString: p=" + player.ToString() + " k=" + key);

        // Update the property in local memory
        SetPlayerCustomProperty(player, key, data);
        // If we're the server, this needs to be sent to all the other clients
        if (uLink.Network.isServer)
        {
            foreach (uLink.NetworkPlayer p in NetworkDirector.Players)
            {
                if (p != player && p != uLink.Network.player)
                {
                    myNetworkView.RPC("RPCSetPlayerCustomString", p, key, data);
                }
            }
        }
    }
示例#2
0
 void RPCOnNetworkPlayerDisconnected(uLink.NetworkPlayer player)
 {
     // Remove the player's properties
     playerCustomProperties.Remove(player.ToString());
     // Remove the player
     players.Remove(player);
 }
示例#3
0
 /// <summary>
 /// Called by a client or a server to broadcast their custom property to all other players
 /// </summary>
 /// <param name='key'>
 /// Key.
 /// </param>
 /// <param name='data'>
 /// Data.
 /// </param>
 void BroadcastCustomProperty(uLink.RPCMode target, uLink.NetworkPlayer owner, string key, object data)
 {
     Debug.Log("in BroadcastCustomProperty target = " + target + " owner = " + owner.ToString() + " key = " + key);
     if (data.GetType() == typeof(string))
     {
         myNetworkView.RPC("RPCSetPlayerCustomString", target, uLink.Network.player, key, (string)data);
     }
     else if (data.GetType() == typeof(int))
     {
         myNetworkView.RPC("RPCSetPlayerCustomInt", target, uLink.Network.player, key, (int)data);
     }
     else if (data.GetType() == typeof(float))
     {
         myNetworkView.RPC("RPCSetPlayerCustomFloat", target, uLink.Network.player, key, (float)data);
     }
     else
     {
         Debug.LogError("Unsupported player property type:" + data.GetType().ToString());
     }
 }
示例#4
0
 /// <summary>
 /// Instantiates a game object
 /// </summary>
 /// <param name="owner">The owning client</param>
 /// <param name="prefabName">Name of the prefab to instantiate.</param>
 /// <param name="position">Position Vector3 to apply on instantiation.</param>
 /// <param name="rotation">Rotation Quaternion to apply on instantiation.</param>
 /// <param name="group">The group for this view.</param>
 /// <param name="data">Optional instantiation data.</param>
 /// </param>
 public void InstantiateClientObject(uLink.NetworkPlayer owner, string prefabName, Vector3 position, Quaternion rotation, int group, params object[] data)
 {
     // Right now we only support this being called from the server, which is also the master client.
     if (isMasterClient)
     {
         // Have uLink instantiate the object
         Debug.Log(string.Format("in InstantiateClientObject of prefab {0} for owner {1}", prefabName, owner.ToString()));
         uLink.Network.Instantiate(owner, prefabName, position, rotation, group, data);
     }
     else
     {
         Debug.LogError("Called InstantiateClientObject from someone who isn't the master client!");
     }
 }
示例#5
0
 /// <summary>
 /// Called by a server or a client to set the custom property for a player in the game.
 /// </summary>
 /// <param name='player'>
 /// The player who owns the proerty.
 /// </param>
 /// <param name='key'>
 /// Key.
 /// </param>
 /// <param name='data'>
 /// Data.
 /// </param>
 public static void SetPlayerCustomProperty(uLink.NetworkPlayer player, string key, object data)
 {
     if (!playerCustomProperties.ContainsKey(player.ToString()))
     {
         playerCustomProperties.Add(player.ToString(), new Hashtable());
     }
     Hashtable ht = playerCustomProperties[player.ToString()];
     if (!ht.ContainsKey(key))
     {
         ht.Add(key, data);
     }
     else
     {
         ht[key] = data;
     }
 }
示例#6
0
 /// <summary>
 /// Called by a server or a client to get a custom player property.
 /// </summary>
 /// <returns>
 /// The custom player property.
 /// </returns>
 /// <param name='player'>
 /// Player.
 /// </param>
 /// <param name='key'>
 /// Key.
 /// </param>
 public static object GetCustomPlayerProperty(uLink.NetworkPlayer player, string key)
 {
     if (playerCustomProperties.ContainsKey(player.ToString()))
     {
         if (playerCustomProperties[player.ToString()].ContainsKey(key))
         {
             return playerCustomProperties[player.ToString()][key];
         }
     }
     return null;
 }