Cyber/Assets/Scripts/Networking/Messages/ClientSyncPkt.cs

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2017-05-11 21:00:52 +02:00

using UnityEngine;
using UnityEngine.Networking;
namespace Cyber.Networking.Messages {
/// <summary>
/// This Packet contains sync data from the client to the server like movement direction and rotation.
/// </summary>
public class ClientSyncPkt : MessageBase {
/// <summary>
/// ID of this client sync packet. This is separate from the server sync id.
/// </summary>
public int ClientSyncID;
/// <summary>
/// Current movement direction of the player
/// </summary>
public Vector3 MoveDirection;
/// <summary>
/// Current rotation of the player
/// </summary>
public Vector3 Rotation;
/// <summary>
/// Create an empty client sync packet.
/// </summary>
public ClientSyncPkt() { }
/// <summary>
/// Deserializes the sync packet. Does not deserialize everything, only the ID.
/// </summary>
/// <param name="reader"></param>
public override void Deserialize(NetworkReader reader) {
ClientSyncID = reader.ReadInt32();
}
/// <summary>
/// Reads the rest of the sync packet. Must be deserialized first.
/// </summary>
/// <param name="reader"></param>
public void ReadTheRest(NetworkReader reader) {
MoveDirection = reader.ReadVector3();
Rotation = reader.ReadVector3();
}
/// <summary>
/// Serializes the entire packet for sending.
/// </summary>
/// <param name="writer"></param>
public override void Serialize(NetworkWriter writer) {
writer.Write(ClientSyncID);
writer.Write(MoveDirection);
writer.Write(Rotation);
}
}
}