public bool Player_2Point(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, UnityEngine.Vector3 point, float rotation, int run) { m_MulityPlay.Player2_position = point; //플레이어 2의 정보를 서버를 통해 상태 클라이언트에 전달합니다 m_MulityPlay.Player2_rotation = rotation; m_MulityPlay.Player2_run = 1; m_MulityPlay.Player_2_check = true; return(true); }
public bool ReplyLogon(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, int result, string comment) { switch (result) { case 0: m_eState = eState.InVille; break; default: m_eState = eState.Failed; break; } return(true); }
public bool ScribblePoint(Nettention.Proud.HostID remote, Nettention.Proud.RmiContext rmiContext, UnityEngine.Vector3 point) { //서로 접속을 했을 때 실행하는 함수 CheckPlayer(); return(false); }