internal void UpdatePosition(Positions positions) { updatedPositions.Enqueue(positions); }
protected void applyPositionUpdate(Positions positions) { // TODO : change this int i = GameEnvironment.Instance.Players.Count-1; foreach (Player p in GameEnvironment.Instance.Players) { if (p != GameEnvironment.Instance.LocalPlayer) { p.getCharacter().body.position = positions.positions[i].pos; p.getCharacter().setRotation(positions.positions[i].rot); } i--; } }
private void sendPositions() { foreach (Player receiver in GameEnvironment.Instance.Players) { if( receiver != GameEnvironment.Instance.LocalPlayer) { Positions positions = new Positions(); positions.positions = new List<Position>(); foreach (Player p in GameEnvironment.Instance.Players) { if (p != receiver) { positions.positions.Add(new Position(p.getCharacter().body.position, p.getCharacter().getRotation())); } } communication.SendReliable(positions, NetFrame.FrameType.positions, receiver); } } }