/// <summary> /// Deletes the TangoRoom from the Room List /// </summary> /// <param name="T"></param> public static void DeleteRoom(TangoRoom T) { lock (Rooms) { Rooms.Remove(T); } }
/// <summary> /// Updates room list with a new room with an established name /// </summary> /// <param name="newMesh"></param> /// <param name="name"></param> public static void UpdateMesh(byte[] newMesh, string name) { TangoRoom T = new TangoRoom(); //creates a new room T.isDirty = true; //marks that it needs to be rendered T._meshes = newMesh; //init byte array count++; //increment count T.ID = count; //set id //T.PhotonPlayer = playerID; T.name = (string)(name); //creates name based on input name lock (Rooms) { Rooms.Add(T); //adds room to list } //_meshes = newMesh; LastUpdate = DateTime.Now; }
/// <summary> /// Update the currently saved mesh to be the given serialized Room Mesh /// This method will also update the LastUpdate time /// </summary> /// <param name="newMesh">Serialized Room Mesh stored in a byte array</param> public static void UpdateMesh(byte[] newMesh, int playerID) { TangoRoom T = new TangoRoom(); T.isDirty = true; //keeps track that room needs to be rendered T._meshes = newMesh; //init the byte array count++; //increment total count T.ID = count; //ID = count T.PhotonPlayer = playerID; //inits the player ID it was recieved from string name = (string)(playerID + "_" + DateTime.Now); //creates a unique name based on ID and time name = name.Replace('/', '_'); name = name.Replace('\\', '_'); name = name.Replace(' ', '_'); name = name.Replace(':', '_'); T.name = name; lock (Rooms) { Rooms.Add(T); //adds room the list } //_meshes = newMesh; LastUpdate = DateTime.Now; }
public static IEnumerable <Mesh> GetMeshAsList(TangoRoom T) { return(NetworkingPackage.SimpleMeshSerializerTango.Deserialize(T._meshes)); }
/// <summary> /// Retrieves a specific Room Mesh as a serialized byte array /// </summary> /// <param name="T"></param> /// <returns>Serialized Room Mesh</returns> public static byte[] GetMeshAsBytes(TangoRoom T) { return(T._meshes); }