本文整理汇总了C#中PhotonMessageInfo类的典型用法代码示例。如果您正苦于以下问题:C# PhotonMessageInfo类的具体用法?C# PhotonMessageInfo怎么用?C# PhotonMessageInfo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。
PhotonMessageInfo类属于命名空间,在下文中一共展示了PhotonMessageInfo类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: OnPhotonSerializeView
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if(stream.isWriting)
{
stream.SendNext(transform.position);
stream.SendNext(transform.rotation);
if(anim.IsPlaying("Run"))
{
stream.SendNext(useThisMove = 1);
}
if(anim.IsPlaying ("Idle"))
{
stream.SendNext (useThisMove = -1);
}
if(anim.IsPlaying ("AutoAttack"))
{
stream.SendNext(useThisMove = -2);
}
}
else
{
realPosition = (Vector3)stream.ReceiveNext();
realRotation = (Quaternion)stream.ReceiveNext();
useThisMove = (int)stream.ReceiveNext();
}
}
开发者ID:jordanepickett,项目名称:RPG,代码行数:35,代码来源:NetworkCharacter.cs
示例2: OnPhotonSerializeView
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if(stream.isWriting) {
// This is our player. We need to send our actual position to the network.
stream.SendNext(transform.position);
stream.SendNext(transform.rotation);
stream.SendNext(anim.GetFloat("Speed"));
stream.SendNext(anim.GetBool("Jumping"));
}
else {
// This is someone else's player. We need to reciece their position.
// Right now, "realPosition" holds the other person's position at the LAST frame.
// Instead of simply updating "realPosition" and continuing to lerp,
//we MAY want to set our transform.position to immediately to this old "realPosition"
//and then update realPosition
realPosition = (Vector3)stream.ReceiveNext ();
realRotation = (Quaternion)stream.ReceiveNext ();
anim.SetFloat ("Speed", (float)stream.ReceiveNext() );
anim.SetBool ("Jumping", (bool)stream.ReceiveNext() );
if(gotFirstUpdate == false) {
transform.position = realPosition;
transform.rotation = realRotation;
gotFirstUpdate = true;
}
}
}
开发者ID:Goodyjake,项目名称:zombinc,代码行数:32,代码来源:NetworkCharacter.cs
示例3: OnPhotonSerializeView
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting == true)
{
if (this.m_SynchronizeVelocity == true)
{
stream.SendNext(this.m_Body.velocity);
}
if (this.m_SynchronizeAngularVelocity == true)
{
stream.SendNext(this.m_Body.angularVelocity);
}
}
else
{
if (this.m_SynchronizeVelocity == true)
{
this.m_Body.velocity = (Vector3)stream.ReceiveNext();
}
if (this.m_SynchronizeAngularVelocity == true)
{
this.m_Body.angularVelocity = (Vector3)stream.ReceiveNext();
}
}
}
开发者ID:CanPayU,项目名称:SuperSwungBall,代码行数:27,代码来源:PhotonRigidbodyView.cs
示例4: OnPhotonSerializeView
// this method is called by PUN when this script is being "observed" by a PhotonView (setup in inspector)
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
// Always send transform (depending on reliability of the network view)
if (stream.isWriting)
{
Vector3 pos = transform.localPosition;
Quaternion rot = transform.localRotation;
stream.Serialize(ref pos);
stream.Serialize(ref rot);
}
// When receiving, buffer the information
else
{
// Receive latest state information
Vector3 pos = Vector3.zero;
Quaternion rot = Quaternion.identity;
stream.Serialize(ref pos);
stream.Serialize(ref rot);
lastMovement = (pos - latestCorrectPos) / (Time.time - lastTime);
lastTime = Time.time;
latestCorrectPos = pos;
transform.position = latestCorrectPos;
}
}
开发者ID:dgolman,项目名称:Cardboard-Multiplayer,代码行数:28,代码来源:CubeExtra.cs
示例5: OnPhotonSerializeView
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting)
{
//We own this player: send the others our data
// stream.SendNext((int)controllerScript._characterState);
stream.SendNext(transform.position);
stream.SendNext(transform.rotation);
//stream.SendNext(GetComponent<Rigidbody>().velocity);
}
else
{
//Network player, receive data
//controllerScript._characterState = (CharacterState)(int)stream.ReceiveNext();
correctPlayerPos = (Vector3)stream.ReceiveNext();
correctPlayerRot = (Quaternion)stream.ReceiveNext();
//GetComponent<Rigidbody>().velocity = (Vector3)stream.ReceiveNext();
if (!appliedInitialUpdate)
{
appliedInitialUpdate = true;
transform.position = correctPlayerPos;
transform.rotation = correctPlayerRot;
//GetComponent<Rigidbody>().velocity = Vector3.zero;
}
}
}
开发者ID:patricio272,项目名称:VoxelVR,代码行数:28,代码来源:BulletNetwork.cs
示例6: OnPhotonSerializeView
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting)
{
Vector3 pos = transform.localPosition;
Quaternion rot = transform.localRotation;
stream.Serialize(ref pos);
stream.Serialize(ref rot);
}
else
{
// Receive latest state information
Vector3 pos = Vector3.zero;
Quaternion rot = Quaternion.identity;
stream.Serialize(ref pos);
stream.Serialize(ref rot);
this.latestCorrectPos = pos; // save this to move towards it in FixedUpdate()
this.onUpdatePos = transform.localPosition; // we interpolate from here to latestCorrectPos
this.fraction = 0; // reset the fraction we alreay moved. see Update()
transform.localRotation = rot; // this sample doesn't smooth rotation
}
}
开发者ID:apekshadarbari,项目名称:PokerFace,代码行数:25,代码来源:CubeLerp.cs
示例7: OnPhotonSerializeView
/// <summary>
/// Serializing the photon views
/// </summary>
/// <param name="stream"> the stream of information </param>
/// <param name="info"> information about the messages </param>
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
// if it's us tell them where we are, else it's everyone else telling use where they are
if (stream.isWriting)
{
// send pos stuff
stream.SendNext(transform.position);
stream.SendNext(transform.rotation);
// send animation stuff
stream.SendNext(Mathf.Abs(motor.movement.velocity.x));
stream.SendNext(motor.grounded);
// Input info
stream.SendNext(Input.GetButton("Jump"));
stream.SendNext(Input.GetButtonUp("Fire1"));
}
else
{
// recieve pos
realPos = (Vector3)stream.ReceiveNext();
realRot = (Quaternion)stream.ReceiveNext();
// receive anim info
velocity = (float)stream.ReceiveNext();
onGround = (bool)stream.ReceiveNext();
// Input info
jumping = (bool)stream.ReceiveNext();
shoot = (bool)stream.ReceiveNext();
}
}
开发者ID:CraigChilds94,项目名称:ArenaGame,代码行数:37,代码来源:NetworkCharacter.cs
示例8: OnPhotonSerializeView
//Serilize Data Across the network, we want everyone to know where they are
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
//Send to everyone else a local players variables to be synced and recieved by all other players on network
if (stream.isWriting)
{
//send to clients where we are
stream.SendNext(transform.position);
stream.SendNext(transform.rotation);
stream.SendNext(health);
//Sync Animation States
}
else
{
//Get from clients where they are
//Write in the same order we read, if not writing we are reading.
realPosition = (Vector3)stream.ReceiveNext();
realRotation = (Quaternion)stream.ReceiveNext();
health = (float)stream.ReceiveNext();
//Sync Animation States
}
}
开发者ID:hamza765,项目名称:Kelpie5,代码行数:28,代码来源:DroneNetworkMover.cs
示例9: OnPhotonSerializeView
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting)
{
// write time & position to stream
stream.SendNext(PhotonNetwork.time);
// send orientation
stream.SendNext((double)transform.rotation.eulerAngles.y); // get Y-rotation
}
else
{
// receive keyframe
double time = (double)stream.ReceiveNext();
double orientation = (double)stream.ReceiveNext();
if (m_OrientationKeyframesList == null) m_OrientationKeyframesList = new KeyframeList<double>();
m_OrientationKeyframesList.Add(time, orientation);
if (m_OrientationKeyframesList.Count > 2)
{
//Debug.Log("removing old keyframes");
// remove old keyframes ( let's say 5 seconds old? )
m_OrientationKeyframesList.RemoveAllBefore(time - 5);
}
}
}
开发者ID:McBuff,项目名称:DMV,代码行数:29,代码来源:Player_Orientation.cs
示例10: OnPhotonSerializeView
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) {
if(stream.isWriting) {
stream.SendNext(transform.position);
} else {
position = (Vector3)stream.ReceiveNext();
}
}
开发者ID:rthill91,项目名称:Independent-Study,代码行数:7,代码来源:NetworkBullet.cs
示例11: OnPhotonInstantiate
void OnPhotonInstantiate(PhotonMessageInfo msg)
{
// This is our own player
if (photonView.isMine)
{
//camera.main.enabled=false;
localPlayer = true;
Destroy(GameObject.Find("LevelCamera"));
Machinegun gun = transform.GetComponentInChildren < Machinegun>();
gun.localPlayer = true;
}
// This is just some remote controlled player, don't execute direct
// user input on this. DO enable multiplayer controll
else
{
name += msg.sender.name;
transform.Find("CrateCamera").gameObject.active = false;
FPSWalker4 tmp2 = GetComponent<FPSWalker4>() as FPSWalker4;
tmp2.enabled = false;
MouseLook tmp5 = GetComponent<MouseLook>() as MouseLook;
tmp5.enabled = false;
}
}
开发者ID:pisipo,项目名称:PUNProja,代码行数:29,代码来源:PlayerScript.cs
示例12: OnPhotonSerializeView
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting)
{
Vector3 pos = transform.localPosition;
Quaternion rot = transform.localRotation;
stream.Serialize(ref pos);
stream.Serialize(ref rot);
}
else
{
Vector3 pos = Vector3.zero;
Quaternion rot = Quaternion.identity;
stream.Serialize(ref pos);
stream.Serialize(ref rot);
latestCorrectPos = pos;
onUpdatePos = transform.localPosition;
fraction = 0;
transform.localRotation = rot;
}
}
开发者ID:houseofkohina,项目名称:ProjectDoge,代码行数:27,代码来源:Projectile.cs
示例13: OnPhotonSerializeView
// this method is called by PUN when this script is being "observed" by a PhotonView (setup in inspector)
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting)
{
// the controlling player of a cube sends only the position
Vector3 pos = transform.localPosition;
stream.Serialize(ref pos);
}
else
{
// other players (not controlling this cube) will read the position and timing and calculate everything else based on this
Vector3 updatedLocalPos = Vector3.zero;
stream.Serialize(ref updatedLocalPos);
double timeDiffOfUpdates = info.timestamp - this.lastTime; // the time that passed after the sender sent it's previous update
this.lastTime = info.timestamp;
// the movementVector calculates how far the "original" cube moved since it sent the last update.
// we calculate this based on the sender's timing, so we exclude network lag. that makes our movement smoother.
this.movementVector = (updatedLocalPos - this.latestCorrectPos) / (float)timeDiffOfUpdates;
// the errorVector is how far our cube is away from the incoming position update. using this corrects errors somewhat, until the next update arrives.
// with this, we don't have to correct our cube's position with a new update (which introduces visible, hard stuttering).
this.errorVector = (updatedLocalPos - transform.localPosition) / (float)timeDiffOfUpdates;
// next time we get an update, we need this update's position:
this.latestCorrectPos = updatedLocalPos;
}
}
开发者ID:CanPayU,项目名称:SuperSwungBall,代码行数:32,代码来源:CubeExtra.cs
示例14: OnPhotonSerializeView
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if(stream.isWriting)
{
// this is my player. need to send my actual position to the network
stream.SendNext(transform.position);
stream.SendNext(_charController.velocity);
stream.SendNext(transform.rotation);
}
else
{
//this is another player. need to get his position data. then update my version of this player
Vector3 syncPosition = (Vector3)stream.ReceiveNext();
Vector3 syncVelocity = (Vector3)stream.ReceiveNext();
syncEndRotation = (Quaternion)stream.ReceiveNext();
syncStartRotation = transform.rotation;
syncTime = 0f;
syncDelay = Time.time - lastSynchronizationTime;
lastSynchronizationTime = Time.time;
syncEndPosition = syncPosition + syncVelocity * syncDelay;
syncStartPosition = transform.position;
}
}
开发者ID:Pecke123,项目名称:Genesis_Unknown,代码行数:28,代码来源:NetworkCharacter.cs
示例15: OnPhotonSerializeView
public void OnPhotonSerializeView(PhotonStream aStream, PhotonMessageInfo aInfo)
{
if (aStream.isWriting)
{
aStream.SendNext(transform.position);
aStream.SendNext(transform.rotation.eulerAngles.z);
aStream.SendNext(m_health);
}
else
{
m_photonPosition = (Vector3)aStream.ReceiveNext();
m_photonRotation = (float)aStream.ReceiveNext();
m_health = (int)aStream.ReceiveNext();
stopWatch.Stop();
if (stopWatch.ElapsedMilliseconds > (1000 / PhotonNetwork.sendRate))
{
m_photonReleasedPositions.Add(new TimePosition(m_photonPosition, (float)stopWatch.ElapsedMilliseconds, m_photonRotation));
if (m_once && m_photonReleasedPositions.Count >= 4)
{
m_once = false;
StartCoroutine("ReleasePositions");
}
stopWatch.Reset();
}
stopWatch.Start();
}
}
开发者ID:Vince-Bitheads,项目名称:UnityExamples,代码行数:29,代码来源:PlaneController.cs
示例16: OnPhotonSerializeView
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (PhotonNetwork.isMasterClient) {
if (stream.isWriting) {
// We own this player: send the others our data
stream.SendNext (transform.position);
stream.SendNext (transform.rotation);
//stream.SendNext (this.GetComponent<DumbStates> ().signalLeft);
//stream.SendNext (this.GetComponent<DumbStates> ().signalRight);
}
} else {
// Network player, receive data
CorrectPos = (Vector3)stream.ReceiveNext ();
CorrectRot = (Quaternion)stream.ReceiveNext ();
//signalLeft = (bool)stream.ReceiveNext ();
//signalRight = (bool)stream.ReceiveNext ();
if (!SignalON && (signalLeft || signalRight)) {
if (signalLeft) {
//this.GetComponent<DumbStates> ().onLTS ();
}
if (signalRight) {
//this.GetComponent<DumbStates> ().onRTS ();
}
SignalON = true;
}
if (SignalON && !(signalLeft || signalRight)) {
//this.GetComponent<DumbStates> ().offTurnSignals();
SignalON=false;
}
}
}
开发者ID:arslanyilmaz,项目名称:GMOST,代码行数:35,代码来源:NetworkCharacter.cs
示例17: SerializeState
public void SerializeState( PhotonStream stream, PhotonMessageInfo info )
{
// Debug.Log ("Serialized State");
//We only need to synchronize a couple of variables to be able to recreate a good
//approximation of the ships position on each client
//There is a lot of smoke and mirrors happening here
//Check out Part 1 Lesson 2 http://youtu.be/7hWuxxm6wsA for more detailed explanations
if( stream.isWriting == true )
{
Vector3 pos = transform.position;
Quaternion rot = transform.rotation;
stream.SendNext( pos );
stream.SendNext( rot );
}
else
{
t=0;
// achterlopende position naar nieuwe binnenkomende position lerpen
startPosition = transform.position;
m_NetworkPosition = (Vector3)stream.ReceiveNext();
m_NetworkRotation = (Quaternion)stream.ReceiveNext();
distance = Vector3.Distance(startPosition,m_NetworkPosition);
time = distance/speed;
m_LastNetworkDataReceivedTime = info.timestamp;
}
}
开发者ID:MiloBuwalda,项目名称:wizard,代码行数:27,代码来源:SpellObserver.cs
示例18: OnPhotonSerializeView
/// <summary>
/// serialization method of photon
/// </summary>
/// <param name="stream"></param>
/// <param name="info"></param>
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
m_PositionControl.OnPhotonSerializeView(transform.position, stream, info);
m_RotationControl.OnPhotonSerializeView(transform.rotation, stream, info);
m_ScaleControl.OnPhotonSerializeView(transform.localScale, stream, info);
if (isMine == false && m_PositionModel.DrawErrorGizmo == true)
{
DoDrawEstimatedPositionError();
}
if (stream.isWriting)
{
//We own this player: send the others our data
stream.SendNext(gameObject.name);
stream.SendNext(HeatTarget.position);
stream.SendNext(HeatTarget.rotation);
stream.SendNext(Controller.m_PlayerState);
stream.SendNext(Controller.grounded);
}
else
{
//Network player, receive data
RemotePlayerName = (string)stream.ReceiveNext();
HeadPos = (Vector3)stream.ReceiveNext();
HeadRot = (Quaternion)stream.ReceiveNext();
m_state = (PlayerState)stream.ReceiveNext();
m_grounded = (bool)stream.ReceiveNext();
//
m_ReceivedNetworkUpdate = true;
}
}
开发者ID:tegleg,项目名称:mfp,代码行数:37,代码来源:bl_PlayerSync.cs
示例19: OnPhotonSerializeView
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting)
{
//We own this player: send the others our data
//stream.SendNext((int)controllerScript._characterState);
//stream bool for grounded, float for running
if (!cam.GetComponent<RTSCamera>())
{
stream.SendNext(controllerScript.forwardInput);
stream.SendNext(controllerScript.grounded);
stream.SendNext(transform.position);
stream.SendNext(transform.rotation);
stream.SendNext(controllerScript.velocity);
}
}
else
{
//Network player, receive data
//controllerScript._characterState = (CharacterState)(int)stream.ReceiveNext();
//stream bool for grounded, float for running
forwardInput = (float)stream.ReceiveNext();
grounded = (bool)stream.ReceiveNext();
correctPlayerPos = (Vector3)stream.ReceiveNext();
correctPlayerRot = (Quaternion)stream.ReceiveNext();
correctPlayerVelocity = (Vector3)stream.ReceiveNext();
}
}
开发者ID:coderDarren,项目名称:TheArchitect,代码行数:28,代码来源:thirdPersonNetwork.cs
示例20: InventoryPlayerPickedUpItem
void InventoryPlayerPickedUpItem(int ufpsItemID, int ufpsPlayerID, Vector3 itemPosition, Quaternion itemRotation, PhotonMessageInfo info)
{
List<vp_ItemPickup> pickups;
if (!vp_MPPickupManager.Instance.Pickups.TryGetValue(ufpsItemID, out pickups))
return;
if (pickups[0].gameObject != null)
vp_Utility.Activate(pickups[0].gameObject, false);
Debug.Log("Client looted item with UFPS ID: " + ufpsItemID);
vp_MPNetworkPlayer player;
if (!vp_MPNetworkPlayer.PlayersByID.TryGetValue(ufpsPlayerID, out player))
return;
if (player == null)
return;
if (player.Collider == null)
return;
foreach (vp_ItemPickup p in pickups)
{
var a = p as ObjectTriggererItemUFPS;
a.TryGiveToPlayer(player.Collider, p.Amount, false);
Debug.Log("Giving UFPS item to player - ItemID: " + a.ID);
}
}
开发者ID:predominant,项目名称:Treasure_Chest,代码行数:28,代码来源:InventoryMPUFPSPickupManager.cs
注:本文中的PhotonMessageInfo类示例整理自Github/MSDocs等源码及文档管理平台,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。 |
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