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C# RemoteEntityWorld类代码示例

本文整理汇总了C#中RemoteEntityWorld的典型用法代码示例。如果您正苦于以下问题:C# RemoteEntityWorld类的具体用法?C# RemoteEntityWorld怎么用?C# RemoteEntityWorld使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


RemoteEntityWorld类属于命名空间,在下文中一共展示了RemoteEntityWorld类的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: Client_ReceiveSoundPlayTake

 void Client_ReceiveSoundPlayTake( RemoteEntityWorld sender, ReceiveDataReader reader )
 {
     if( !reader.Complete() )
         return;
     SoundPlay3D( Type.SoundTake, .5f, true );
 }
开发者ID:CITS4242B2010,项目名称:project2010,代码行数:6,代码来源:Item.cs

示例2: Server_SendBodiesPositionsToNewClient

        void Server_SendBodiesPositionsToNewClient( RemoteEntityWorld remoteEntityWorld )
        {
            SendDataWriter writer = BeginNetworkMessage( remoteEntityWorld, typeof( Dynamic ),
                (ushort)NetworkMessages.BodiesPositionsToClient );

            //write body count
            writer.WriteVariableUInt32( (uint)PhysicsModel.Bodies.Length );

            //write bodies positions and rotations
            foreach( Body body in PhysicsModel.Bodies )
            {
                writer.Write( true );
                writer.Write( body.Position );
                writer.Write( true );
                writer.Write( body.Rotation, 16 );
            }

            EndNetworkMessage();
        }
开发者ID:DarrenHassan,项目名称:GDM4242-GroupD,代码行数:19,代码来源:Dynamic.cs

示例3: Server_OnClientConnectedAfterPostCreate

        protected override void Server_OnClientConnectedAfterPostCreate(
            RemoteEntityWorld remoteEntityWorld)
        {
            base.Server_OnClientConnectedAfterPostCreate( remoteEntityWorld );

            if( Life != Type.LifeMax )
                Server_SendLifeToClients( new RemoteEntityWorld[] { remoteEntityWorld } );
        }
开发者ID:DarrenHassan,项目名称:GDM4242-GroupD,代码行数:8,代码来源:Dynamic.cs

示例4: Client_ReceiveBodiesPositions

        void Client_ReceiveBodiesPositions( RemoteEntityWorld sender, ReceiveDataReader reader )
        {
            //clear snapshots cache if entity is not created
            if( !IsPostCreated )
                client_receivePositionsSnapshots.Clear();

            //check for invalid snapshot cache
            if( client_receivePositionsSnapshots.Count != 0 )
            {
                Client_ReceivePositionsSnapshot lastSnapshot = client_receivePositionsSnapshots[
                    client_receivePositionsSnapshots.Count - 1 ];
                if( lastSnapshot.bodies == null )
                {
                    //remove snapshot cache
                    client_receivePositionsSnapshots.Clear();
                }
            }

            int count = (int)reader.ReadVariableUInt32();

            Client_ReceivePositionsSnapshot snapshot = new Client_ReceivePositionsSnapshot();
            snapshot.networkTickNumber = EntitySystemWorld.Instance.NetworkTickCounter;

            snapshot.bodies = new Client_ReceivePositionsSnapshot.BodyItem[ count ];

            //receive bodies positions and rotations
            for( int n = 0; n < count; n++ )
            {
                Client_ReceivePositionsSnapshot.BodyItem bodyItem = new
                    Client_ReceivePositionsSnapshot.BodyItem();

                //read position
                if( reader.ReadBoolean() )
                {
                    bodyItem.position = reader.ReadVec3();
                }
                else
                {
                    //get position from previous snapshot
                    if( client_receivePositionsSnapshots.Count != 0 )
                    {
                        bodyItem.position = client_receivePositionsSnapshots[
                            client_receivePositionsSnapshots.Count - 1 ].bodies[ n ].position;
                    }
                }

                //read rotation
                if( reader.ReadBoolean() )
                {
                    bodyItem.rotation = reader.ReadQuat( 16 );
                }
                else
                {
                    //get rotation from previous snapshot
                    if( client_receivePositionsSnapshots.Count != 0 )
                    {
                        bodyItem.rotation = client_receivePositionsSnapshots[
                            client_receivePositionsSnapshots.Count - 1 ].bodies[ n ].rotation;
                    }
                }

                snapshot.bodies[ n ] = bodyItem;
            }

            if( !reader.Complete() )
                return;

            client_receivePositionsSnapshots.Add( snapshot );

            if( IsPostCreated )
                Client_UpdatePositionsBySnapshots( false );
        }
开发者ID:DarrenHassan,项目名称:GDM4242-GroupD,代码行数:72,代码来源:Dynamic.cs

示例5: Client_ReceivePositions

        void Client_ReceivePositions( RemoteEntityWorld sender, ReceiveDataReader reader )
        {
            //clear snanshots cache if entity is not created
            if( !IsPostCreated )
                client_receivePositionsSnapshots.Clear();

            //check for invalid snapshot cache
            if( client_receivePositionsSnapshots.Count != 0 )
            {
                Client_ReceivePositionsSnapshot lastSnapshot = client_receivePositionsSnapshots[
                    client_receivePositionsSnapshots.Count - 1 ];
                if( lastSnapshot.bodies != null )
                {
                    //remove snapshot cache
                    client_receivePositionsSnapshots.Clear();
                }
            }

            Client_ReceivePositionsSnapshot snapshot = new Client_ReceivePositionsSnapshot();
            snapshot.networkTickNumber = EntitySystemWorld.Instance.NetworkTickCounter;

            //read position
            if( reader.ReadBoolean() )
            {
                snapshot.position = reader.ReadVec3();
            }
            else
            {
                //get position from previous snapshot
                if( client_receivePositionsSnapshots.Count != 0 )
                {
                    snapshot.position = client_receivePositionsSnapshots[
                        client_receivePositionsSnapshots.Count - 1 ].position;
                }
            }

            //read rotation
            if( reader.ReadBoolean() )
            {
                snapshot.rotation = reader.ReadQuat( 16 );
            }
            else
            {
                //get rotation from previous snapshot
                if( client_receivePositionsSnapshots.Count != 0 )
                {
                    snapshot.rotation = client_receivePositionsSnapshots[
                        client_receivePositionsSnapshots.Count - 1 ].rotation;
                }
            }

            //read scale
            if( reader.ReadBoolean() )
            {
                snapshot.scale = reader.ReadVec3();
            }
            else
            {
                //get position from previous snapshot
                if( client_receivePositionsSnapshots.Count != 0 )
                {
                    snapshot.scale = client_receivePositionsSnapshots[
                        client_receivePositionsSnapshots.Count - 1 ].scale;
                }
            }

            if( !reader.Complete() )
                return;

            client_receivePositionsSnapshots.Add( snapshot );

            Client_UpdatePositionsBySnapshots( false );
        }
开发者ID:DarrenHassan,项目名称:GDM4242-GroupD,代码行数:73,代码来源:Dynamic.cs

示例6: Server_OnClientConnectedBeforePostCreate

        protected override void Server_OnClientConnectedBeforePostCreate(
            RemoteEntityWorld remoteEntityWorld)
        {
            base.Server_OnClientConnectedBeforePostCreate(remoteEntityWorld);

            Server_SendOpenSettingsToClients(new RemoteEntityWorld[] { remoteEntityWorld });
        }
开发者ID:AKNightHawk,项目名称:AssaultKnights2,代码行数:7,代码来源:Door.cs

示例7: Client_ReceiveFaction

        void Client_ReceiveFaction(RemoteEntityWorld sender, ReceiveDataReader reader)
        {
            string s = reader.ReadString();
            if (!reader.Complete())
                return;

            text = s;
        }
开发者ID:AKNightHawk,项目名称:AssaultKnights2,代码行数:8,代码来源:AKSpawnPointold.cs

示例8: Client_ReceiveMoveFinish

        void Client_ReceiveMoveFinish( RemoteEntityWorld sender, ReceiveDataReader reader )
        {
            bool putToDestinationPlace = reader.ReadBoolean();
            bool completePuzzle = reader.ReadBoolean();
            if( !reader.Complete() )
                return;

            client_movingByUser = null;

            //play sounds
            if( putToDestinationPlace )
                ClientOrSingle_SoundPlay( "Maps\\JigsawPuzzleGame\\PutToDestinationPlace.ogg" );
            if( completePuzzle )
                ClientOrSingle_SoundPlay( "Maps\\JigsawPuzzleGame\\CompletePuzzle.ogg" );
        }
开发者ID:whztt07,项目名称:SDK,代码行数:15,代码来源:JigsawPuzzlePiece.cs

示例9: Client_ReceivePosition

 void Client_ReceivePosition( RemoteEntityWorld sender, ReceiveDataReader reader )
 {
     Vec3 value = reader.ReadVec3();
     if( !reader.Complete() )
         return;
     Position = value;
 }
开发者ID:whztt07,项目名称:SDK,代码行数:7,代码来源:JigsawPuzzlePiece.cs

示例10: Client_ReceiveIndex

 void Client_ReceiveIndex( RemoteEntityWorld sender, ReceiveDataReader reader )
 {
     Vec2I value = reader.ReadVec2I();
     if( !reader.Complete() )
         return;
     index = value;
 }
开发者ID:whztt07,项目名称:SDK,代码行数:7,代码来源:JigsawPuzzlePiece.cs

示例11: Client_ReceiveMoveBegin

        void Client_ReceiveMoveBegin( RemoteEntityWorld sender, ReceiveDataReader reader )
        {
            uint userId = reader.ReadVariableUInt32();
            if( !reader.Complete() )
                return;

            UserManagementClientNetworkService userService = GameNetworkClient.Instance.
                UserManagementService;

            client_movingByUser = userService.GetUser( userId );
        }
开发者ID:whztt07,项目名称:SDK,代码行数:11,代码来源:JigsawPuzzlePiece.cs

示例12: Server_OnClientDisconnected

        protected override void Server_OnClientDisconnected( RemoteEntityWorld remoteEntityWorld )
        {
            base.Server_OnClientDisconnected( remoteEntityWorld );

            //finish moving when user disconnected
            if( serverOrSingle_Moving )
            {
                EntitySystemServerNetworkService.ClientRemoteEntityWorld clientRemoteEntityWorld =
                    (EntitySystemServerNetworkService.ClientRemoteEntityWorld)remoteEntityWorld;
                UserManagementServerNetworkService.UserInfo user = clientRemoteEntityWorld.User;

                if( user == server_movingByUser )
                {
                    ServerOrSingle_MoveFinish();
                }
            }
        }
开发者ID:whztt07,项目名称:SDK,代码行数:17,代码来源:JigsawPuzzlePiece.cs

示例13: Server_OnClientConnectedBeforePostCreate

        ///////////////////////////////////////////
        // Server side
        ///////////////////////////////////////////
        protected override void Server_OnClientConnectedBeforePostCreate(
			RemoteEntityWorld remoteEntityWorld )
        {
            base.Server_OnClientConnectedBeforePostCreate( remoteEntityWorld );

            RemoteEntityWorld[] array = new RemoteEntityWorld[] { remoteEntityWorld };
            //send Index to the connected remote world
            Server_SendIndexToClients( array );
            //send Position to the connected remote world
            Server_SendPositionToClients( array );
        }
开发者ID:whztt07,项目名称:SDK,代码行数:14,代码来源:JigsawPuzzlePiece.cs

示例14: Server_SendPositionToNewClient

 void Server_SendPositionToNewClient( RemoteEntityWorld remoteEntityWorld )
 {
     SendDataWriter writer = BeginNetworkMessage( remoteEntityWorld, typeof( Item ),
         (ushort)NetworkMessages.PositionToClient );
     writer.Write( Position );
     EndNetworkMessage();
 }
开发者ID:CITS4242B2010,项目名称:project2010,代码行数:7,代码来源:Item.cs

示例15: Client_ReceiveReloadEvent

 void Client_ReceiveReloadEvent( RemoteEntityWorld sender, ReceiveDataReader reader )
 {
     if( !reader.Complete() )
         return;
     OnReload();
 }
开发者ID:whztt07,项目名称:SDK,代码行数:6,代码来源:Gun.cs


注:本文中的RemoteEntityWorld类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。