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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class ServerHandle
- {
- public static void WelcomeReceived(int _fromClient, Packet _packet)
- {
- int _clientIdCheck = _packet.ReadInt();
- string _username = _packet.ReadString();
-
- Debug.Log($"{Server.clients[_fromClient].tcp.socket.Client.RemoteEndPoint} connected successfully and is now player {_fromClient}.");
- if (_clientIdCheck != _fromClient)
- {
- Debug.Log($"Player \"{_username}\" (ID: {_fromClient}) has assumed the wrong client ID ({_clientIdCheck})!");
- }
- Server.clients[_fromClient].SendIntoGame(_username);
- }
-
- public static void PlayerMovement(int _fromClient, Packet _packet)
- {
- bool[] _inputs = new bool[_packet.ReadInt()];
- for (int i = 0; i < _inputs.Length; i++)
- {
- _inputs[i] = _packet.ReadBool();
- }
- Quaternion _rotation = _packet.ReadQuaternion();
-
- Server.clients[_fromClient].player.SetInput(_inputs, _rotation);
- }
-
- public static void PlayerShoot(int _fromClient, Packet _packet)
- {
- Vector3 shootDirection = _packet.ReadVector3();
-
- Server.clients[_fromClient].player.Shoot(shootDirection);
- }
- }
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