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 PlayersManager : MonoSingleton<PlayersManager>
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{
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[SerializeField]
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public GameObject LocalPlayerPrefab;
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[SerializeField]
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public GameObject RemotePlayerPrefab;
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public Dictionary<byte, GameObject> RemotePlayers = new Dictionary<byte, GameObject>();
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public GameObject LocalPlayer;
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private void Start()
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{
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OnGameStart();
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}
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public void OnGameStart()
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{
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ClientManager.Instance.Client.RegisterHandler(PlayerMsgID.Position, RecievePosition);
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InstantaiateLocalPlayer();
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}
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public void InstantaiateLocalPlayer()
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{
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LocalPlayer = GameObject.Instantiate(LocalPlayerPrefab,transform);
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LocalPlayer.transform.position = Vector3.zero;
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ClientManager.Instance.SendMessage(PlayerMsgID.QueryPosition);
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}
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public void InstantiateRemotePlayer(byte playerID)
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{
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RemotePlayers.Add(playerID, Instantiate(RemotePlayerPrefab,transform));
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}
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public void SendPosition(Vector3 position) {
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ClientManager.Instance.SendMessage(PlayerMsgID.Position, new VectorMsg(ClientManager.Instance.ID, position));
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}
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public void RecievePosition(NetworkMessage msg)
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{
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VectorMsg vectorMsg;
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if (!Utility.ReadMessage<VectorMsg>(msg, out vectorMsg))
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return;
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if (!RemotePlayers.ContainsKey(vectorMsg.ID))
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InstantiateRemotePlayer(vectorMsg.ID);
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RemotePlayers[vectorMsg.ID].transform.position = vectorMsg.vector;
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}
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}
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}
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