using System.Collections; using System.Collections.Generic; using System.IO.Pipes; using System.Net; using UnityEngine; public class ClientHandle : MonoBehaviour { public static void Welcome(Packet _packet) { string _msg = _packet.ReadString(); int _myId = _packet.ReadInt(); Debug.Log($"Message from the server: {_msg}"); Client.instance.myId = _myId; ClientSend.WelcomeReceived(); Client.instance.udp.Connect(((IPEndPoint) Client.instance.tcp.socket.Client.LocalEndPoint).Port); } public static void SpawnPlayer(Packet _packet) { int _id = _packet.ReadInt(); string _username = _packet.ReadString(); Vector3 _position = _packet.ReadVector3(); Quaternion _rotation = _packet.ReadQuaternion(); GameManager.instance.SpawnPlayer(_id, _username, _position, _rotation); } public static void PlayerPosition(Packet _packet) { int _id = _packet.ReadInt(); Vector3 _position = _packet.ReadVector3(); GameManager.players[_id].transform.position = _position; } public static void PlayerRotation(Packet _packet) { int _id = _packet.ReadInt(); Quaternion _rotation = _packet.ReadQuaternion(); GameManager.players[_id].transform.rotation = _rotation; } public static void PlayerDisconnected(Packet _packet) { int _id = _packet.ReadInt(); Destroy(GameManager.players[_id].gameObject); GameManager.players.Remove(_id); } public static void PlayerHealth(Packet _packet) { int _id = _packet.ReadInt(); float _health = _packet.ReadFloat(); GameManager.players[_id].SetHealth(_health); } public static void PlayerRespawned(Packet _packet) { int _id = _packet.ReadInt(); GameManager.players[_id].Respawn(); } }