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C# ExitGames.Client.Photon.Hashtable.Add方法代码示例

本文整理汇总了C#中ExitGames.Client.Photon.Hashtable.Add方法的典型用法代码示例。如果您正苦于以下问题:C# ExitGames.Client.Photon.Hashtable.Add方法的具体用法?C# ExitGames.Client.Photon.Hashtable.Add怎么用?C# ExitGames.Client.Photon.Hashtable.Add使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在ExitGames.Client.Photon.Hashtable的用法示例。


在下文中一共展示了ExitGames.Client.Photon.Hashtable.Add方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Encode

        public override Hashtable Encode()
        {
            Hashtable hash = new Hashtable();

            Hashtable decksHash = new Hashtable();
            foreach (NWPlayerDeckDataObject deck in PlayersDecks)
            {
                Hashtable deckData = deck.Encode();
                string playerId = deckData[ePlayerDeckDataObjectKeys.PlayerId].ToString();
                decksHash.Add(playerId, (Hashtable)deckData[ePlayerDeckDataObjectKeys.DeckCards]);

            }

            Hashtable[] zonesHash = new Hashtable[PlayersZones.Count];
            for (int i = 0; i< PlayersZones.Count; i++)
            {
                zonesHash[i] = PlayersZones[i].Encode();
            }

            hash.Add(eGameSetupKeys.Decks.ToString(), decksHash);
            hash.Add(eGameSetupKeys.PlayersZones.ToString(), zonesHash);

            Debug.Log( ">>>> " + Utils.HashToString(hash));
            return hash;
        }
开发者ID:Barnaff,项目名称:NetherWars2,代码行数:25,代码来源:NWGameSetupDataObject.cs

示例2: Encode

 public Hashtable Encode()
 {
     Hashtable hash = new Hashtable();
     hash.Add((int)eServerActionKey.ActionType, ActionType);
     hash.Add((int)eServerActionKey.ActionParams, ActionsParams);
     return hash;
 }
开发者ID:Barnaff,项目名称:NetherWars2,代码行数:7,代码来源:NWServerAction.cs

示例3: TABGUI

    private void TABGUI () {

        ExitGames.Client.Photon.Hashtable props = new ExitGames.Client.Photon.Hashtable();
        props.Add("Team", 1);
        props.Add("Score", 0);
        props.Add("Kills", Kills);
        props.Add("death", 666);
        PhotonNetwork.player.SetCustomProperties(props);
      
        // Spieler Scores Human
        foreach (PhotonPlayer player in PhotonNetwork.playerList)
        {
            HumanStatsCanvas.GetComponent<Text>().text = "Team: " + player.customProperties["Team"].ToString() +
                                                      " | Score: " + player.customProperties["Score"].ToString() +
                                                      " | Kills: " + player.customProperties["Kills"].ToString() +
                                                      " | Deaths: " + player.customProperties["death"].ToString() +
                                                      " | Ping: " + PhotonNetwork.networkingPeer.RoundTripTime.ToString();
        }

   
        // Spieler Scores Alien
        AlienStatsCanvas.GetComponent<Text>().text = "Team: " + PhotonNetwork.player.customProperties["Team"].ToString() +
                                                      " | Score: " + PhotonNetwork.player.customProperties["Score"].ToString() +
                                                      " | Kills: " + PhotonNetwork.player.customProperties["Kills"].ToString() +
                                                      " | Deaths: " + PhotonNetwork.player.customProperties["death"].ToString() +
                                                      " | Ping: " + PhotonNetwork.networkingPeer.RoundTripTime.ToString();
    }
开发者ID:Pecke123,项目名称:Genesis_Unknown,代码行数:27,代码来源:ScoreBoard.cs

示例4: Encode

 public override Hashtable Encode()
 {
     Hashtable hash = new Hashtable();
     hash.Add((int)eZoneDataKeys.PlayerId, PlayerId);
     hash.Add((int)eZoneDataKeys.ZoneType, (int)ZoneType);
     hash.Add((int)eZoneDataKeys.ZoneId, ZoneId);
     return hash;
 }
开发者ID:Barnaff,项目名称:NetherWars2,代码行数:8,代码来源:NWZoneDataObject.cs

示例5: OnJoinedRoom

    public void OnJoinedRoom()
    {
        if (this.PrefabsToInstantiate != null)
        {
            GameObject controller = GameObject.Find("Control");

            foreach (GameObject o in this.PrefabsToInstantiate)
            {
                Debug.Log("Instantiating: " + o.name);

                Vector3 spawnPos = Vector3.up;
                if (this.SpawnPosition != null)
                {
                    spawnPos = this.SpawnPosition.position;
                }

                Vector3 random = Random.insideUnitSphere;
                random.y = 0;
                random = random.normalized;
                Vector3 itempos = spawnPos + this.PositionOffset * random;
                

                player = PhotonNetwork.Instantiate(o.name, itempos, Quaternion.identity, 0);
                PhotonView photonView = player.GetPhotonView();
                CameraController camera = PlayerCamera.GetComponent<CameraController>();
                camera.enabled = true;
                camera.player = player;
                redPlayers = PunTeams.PlayersPerTeam[PunTeams.Team.red].Count;
                bluePlayers = PunTeams.PlayersPerTeam[PunTeams.Team.blue].Count;
                ExitGames.Client.Photon.Hashtable ht = new ExitGames.Client.Photon.Hashtable();
                ht.Add("ready", false);
                ht.Add("all ready", false);
                PhotonNetwork.player.SetCustomProperties(ht);
                
                

                if (redPlayers > bluePlayers)
                {
                    PhotonNetwork.player.SetTeam(PunTeams.Team.blue);
                    photonView.RPC("ChangeColorToBlue", PhotonTargets.AllBuffered);

                }
                else {
                    PhotonNetwork.player.SetTeam(PunTeams.Team.red);
                    photonView.RPC("ChangeColorToRed", PhotonTargets.AllBuffered);

                }


            }

        }
    }
开发者ID:repelex,项目名称:Droid-Soccer,代码行数:53,代码来源:OnJoinedInstantiate.cs

示例6: Encode

 public override Hashtable Encode()
 {
     Hashtable hash = new Hashtable();
     Hashtable deckData = new Hashtable();
     foreach (NWCardDataObject card in Cards)
     {
         deckData.Add(card.CardUniqueId, card.CardId);
     }
     hash.Add(ePlayerDeckDataObjectKeys.DeckCards, deckData);
     hash.Add(ePlayerDeckDataObjectKeys.PlayerId, PlayerId);
     return hash;
 }
开发者ID:Barnaff,项目名称:NetherWars2,代码行数:12,代码来源:NWPlayerDeckDataObject.cs

示例7: OnConnectedToMaster

 public virtual void OnConnectedToMaster()
 {
     ExitGames.Client.Photon.Hashtable customPlayerProps = new ExitGames.Client.Photon.Hashtable() {{"Score", 0}};
     customPlayerProps.Add("Health", 100);
     customPlayerProps.Add("Ability", "none");
     customPlayerProps.Add("Time", 300.0);
     customPlayerProps.Add("Wave", 0);
     customPlayerProps.Add("Orbs", 5);
     PhotonNetwork.player.SetCustomProperties(customPlayerProps);
     PhotonNetwork.JoinRandomRoom();
     PhotonNetwork.JoinRoom("MainRoom");
 }
开发者ID:jonmann20,项目名称:WizardSurvival,代码行数:12,代码来源:ConnectAndJoinRandom.cs

示例8: OnJoinedRoom

	public override void OnJoinedRoom()
	{
		print ("OnJoinedRoom");
		UpdatePlayerSettings();
		PhotonHashTable props = new PhotonHashTable();

		if(ps.type == PlayerType.PC)
			props.Add( "PC", true);
		else
			props.Add( "VR", true);

		PhotonNetwork.room.SetCustomProperties( props );
		print (PhotonNetwork.room.customProperties + "   " + PhotonNetwork.room.name);
	}
开发者ID:blackbook2016,项目名称:UnityRepository_4,代码行数:14,代码来源:PhotonManager_GS.cs

示例9: Start

    void Start()
    {
        pm = GameObject.Find ("PhotonManager").GetComponent<PhotonManager> ();
        playerHash = new ExitGames.Client.Photon.Hashtable ();
        playerHash.Add ("isInGame", 0);
        playerHash.Add ("characterId", -1);
        PhotonNetwork.player.SetCustomProperties (playerHash);

        joinNumText = new Text[5];
        for (int i = 0; i < 5; ++i) {
            int roomNo = i + 1;
            //joinNumText[i] = GameObject.Find ("JoinNum" + roomNo).GetComponent<Text> ();
        }
    }
开发者ID:nmrtkhs,项目名称:teacherHunting,代码行数:14,代码来源:LobbyScene.cs

示例10: initializeVars

     //Intialize timer and scores
     void initializeVars()
     {
          PlayerPrefs.SetInt("BlueScore", 0);
          PlayerPrefs.SetInt("RedScore", 0);
          PlayerPrefs.SetInt("Time", 300);

          if (PhotonNetwork.isMasterClient)
          {
               ExitGames.Client.Photon.Hashtable h = new ExitGames.Client.Photon.Hashtable();
               h.Add("BlueScore", 0);
               h.Add("RedScore", 0);
               h.Add("Time", 300);
               PhotonNetwork.player.SetCustomProperties(h);
          }
     }
开发者ID:repelex,项目名称:Droid-Soccer,代码行数:16,代码来源:ReadyChecker.cs

示例11: SetRoundStartTime

	/// <summary>
	/// This method is storing PhotonNetwork.time in the rooms custom properties
	/// Since PhotonNetwork.time is synchronized between all players, we can use this to
	/// share time information between all players
	/// </summary>
	protected void SetRoundStartTime()
	{
		ExitGames.Client.Photon.Hashtable newProperties = new ExitGames.Client.Photon.Hashtable();
		newProperties.Add( RoomProperty.StartTime, PhotonNetwork.time );

		PhotonNetwork.room.SetCustomProperties( newProperties );
	}
开发者ID:EvilAbyss,项目名称:Wulfram,代码行数:12,代码来源:GamemodeBase.cs

示例12: OnJoinedRoom

	void OnJoinedRoom ()
	{
		//Debug.Log("OnJoinedRoom");
		double _myPing = (double)PhotonNetwork.GetPing();
		Room _room = PhotonNetwork.room;
		
		PhotonHashtable changeProps = new PhotonHashtable();
		changeProps.Add("LowPing", _myPing);
		changeProps.Add("LowPingPlayer", PhotonNetwork.player.ID);
		if(!_room.customProperties.ContainsKey("LowPing")) { _room.SetCustomProperties(changeProps); } else if ( Convert.ToDouble(_room.customProperties.ContainsKey("LowPing")) > _myPing) { _room.SetCustomProperties(changeProps); }
		if(PhotonNetwork.isMasterClient) { 
			PhotonPlayer[] _players = PhotonNetwork.playerList;
			foreach(PhotonPlayer _checkPlayer in _players){ if(_checkPlayer.ID.ToString() == PhotonNetwork.room.customProperties["LowPingPlayer"].ToString()) { PhotonNetwork.SetMasterClient(_checkPlayer); } } 
		}
		PhotonNetwork.Instantiate("PlayerObject", GameObject.FindGameObjectWithTag("PlayerObject").transform.position, Quaternion.identity, 0);
	}
开发者ID:pShusta,项目名称:TheGame2,代码行数:16,代码来源:NetworkBase.cs

示例13: ToHashtable

 /// <summary>
 /// Serializes all non static variables to a ExitGames.Client.Photon.Hashtable which can be sent over the Photon network.
 /// </summary>
 /// <returns>ExitGames.Client.Photon.Hashtable</returns>
 public ExitGames.Client.Photon.Hashtable ToHashtable()
 {
     ExitGames.Client.Photon.Hashtable h = new ExitGames.Client.Photon.Hashtable();
     h.Add("sequenceNumber", sequenceNumber);
     Debug.Log("Added sequenceNumber " + sequenceNumber + " to Hashtable");
     h.Add("assignmentType", assignmentType);
     Debug.Log("Added assignmentType " + assignmentType + " to Hashtable");
     h.Add("missionDescription", description);
     Debug.Log("Added missionDescription " + description + " to Hashtable");
     foreach (DictionaryEntry entry in typeData)
     {
         h.Add(entry.Key, entry.Value);
     }
     Debug.Log("Added typeData " + typeData + " to Hashtable");
     return h;
 } 
开发者ID:Solestis,项目名称:SpyGameUnity5,代码行数:20,代码来源:Assignment.cs

示例14: SettingPropiertis

    public void SettingPropiertis()
    {
        //Initialize new properties where the information will stay Room
        if (PhotonNetwork.isMasterClient) {
            Hashtable setTeamScore = new Hashtable();
            setTeamScore.Add(PropiertiesKeys.Team1Score, 0);
            PhotonNetwork.room.SetCustomProperties(setTeamScore);

            Hashtable setTeam2Score = new Hashtable();
            setTeam2Score.Add(PropiertiesKeys.Team2Score, 0);
            PhotonNetwork.room.SetCustomProperties(setTeam2Score);
        }
        //Initialize new properties where the information will stay Players
        Hashtable PlayerTeam = new Hashtable();
        PlayerTeam.Add(PropiertiesKeys.TeamKey, Team.All.ToString());
        PhotonNetwork.player.SetCustomProperties(PlayerTeam);

        Hashtable PlayerKills = new Hashtable();
        PlayerKills.Add(PropiertiesKeys.KillsKey, 0);
        PhotonNetwork.player.SetCustomProperties(PlayerKills);

        Hashtable PlayerDeaths = new Hashtable();
        PlayerDeaths.Add(PropiertiesKeys.DeathsKey, 0);
        PhotonNetwork.player.SetCustomProperties(PlayerDeaths);

        Hashtable PlayerScore = new Hashtable();
        PlayerScore.Add(PropiertiesKeys.ScoreKey, 0);
        PhotonNetwork.player.SetCustomProperties(PlayerScore);

        Hashtable PlayerPing = new Hashtable();
        PlayerPing.Add("Ping", 0);
        PhotonNetwork.player.SetCustomProperties(PlayerPing);
    }
开发者ID:SaltPeter,项目名称:fps,代码行数:33,代码来源:bl_SettingPropiertis.cs

示例15: SetGameEndTime

 public void SetGameEndTime()
 {
     if (PhotonNetwork.isMasterClient) {
         ExitGames.Client.Photon.Hashtable endTime = new ExitGames.Client.Photon.Hashtable ();
         endTime.Add (RoomPropertyType.EndTime, PhotonNetwork.time + timeAfterLastCandy);
         PhotonNetwork.room.SetCustomProperties (endTime);
     }
 }
开发者ID:danieljustice,项目名称:Dino-Byte,代码行数:8,代码来源:TimerScript.cs


注:本文中的ExitGames.Client.Photon.Hashtable.Add方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。