using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace Multiplayer
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{
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public class PlayerMsgID
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{
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public const short Position = 200;
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public const short Rotation = 201;
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public const short Lobby = 202;
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public const short GameWin = 203;
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public const short GameOver = 204;
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public const short GameStart = 205;
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public const short QueryPosition = 206;
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public const short Vegetable = 207;
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}
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public class PlayerMsg : MessageBase
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{
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public byte ID;
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public PlayerMsg() { }
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public PlayerMsg(byte playerID)
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{
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this.ID = playerID;
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}
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public override void Serialize(NetworkWriter writer)
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{
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writer.Write(ID);
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}
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public override void Deserialize(NetworkReader reader)
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{
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ID = reader.ReadByte();
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}
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}
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public class VectorMsg : PlayerMsg
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{
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public Vector3 vector;
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public VectorMsg() { }
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public VectorMsg(byte PlayerID, Vector3 Vector) : base(PlayerID)
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{
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this.vector = Vector;
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}
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public override void Serialize(NetworkWriter writer)
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{
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base.Serialize(writer);
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writer.Write(vector);
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}
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public override void Deserialize(NetworkReader reader)
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{
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base.Deserialize(reader);
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vector = reader.ReadVector3();
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}
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}
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public class QuaternionMsg : PlayerMsg
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{
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public Quaternion quaternion;
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public QuaternionMsg() { }
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public QuaternionMsg(byte PlayerID, Quaternion quaternion) : base(PlayerID)
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{
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this.quaternion = quaternion;
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}
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public override void Serialize(NetworkWriter writer)
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{
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base.Serialize(writer);
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writer.Write(quaternion);
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}
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public override void Deserialize(NetworkReader reader)
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{
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base.Deserialize(reader);
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quaternion = reader.ReadQuaternion();
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}
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}
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public class longMsg : PlayerMsg
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{
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public long Long;
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public longMsg() { }
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public longMsg(byte PlayerID, long Long) : base(PlayerID)
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{
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this.Long = Long;
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}
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public override void Serialize(NetworkWriter writer)
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{
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base.Serialize(writer);
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writer.Write(Long);
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}
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public override void Deserialize(NetworkReader reader)
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{
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base.Deserialize(reader);
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Long = reader.ReadInt64();
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}
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}
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public class StringMsg : PlayerMsg
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{
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public string String;
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public StringMsg() { }
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public StringMsg(byte PlayerID, string String) : base(PlayerID)
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{
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this.String = String;
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}
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public override void Serialize(NetworkWriter writer)
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{
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base.Serialize(writer);
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writer.Write(String);
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}
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public override void Deserialize(NetworkReader reader)
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{
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base.Deserialize(reader);
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String = reader.ReadString();
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}
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}
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public class VegMsg : PlayerMsg
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{
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public string String;
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public int Int;
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public VegMsg() { }
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public VegMsg(byte PlayerID, string String, int Int) : base(PlayerID)
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{
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this.String = String;
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this.Int = Int;
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}
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public override void Serialize(NetworkWriter writer)
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{
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base.Serialize(writer);
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writer.Write(String);
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writer.Write(Int);
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}
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public override void Deserialize(NetworkReader reader)
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{
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base.Deserialize(reader);
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String = reader.ReadString();
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Int = reader.ReadInt32();
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}
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}
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public class PlayerDataMsg : PlayerMsg
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{
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public string Name;
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public Color Color;
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public PlayerDataMsg() { }
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public PlayerDataMsg(byte PlayerID, string Name, Color Color) : base(PlayerID)
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{
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this.Name = Name;
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this.Color = Color;
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}
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public override void Serialize(NetworkWriter writer)
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{
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base.Serialize(writer);
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writer.Write(Name);
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writer.Write(Color);
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}
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public override void Deserialize(NetworkReader reader)
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{
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base.Deserialize(reader);
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Name = reader.ReadString();
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Color = reader.ReadColor();
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}
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}
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}
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