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

87 lines
3.0 KiB
C#

using Cyber.Entities;
using UnityEngine;
using UnityEngine.Networking;
namespace Cyber.Networking.Messages {
/// <summary>
/// Packet which tells the client to spawn an entity corresponding to the data inside.
/// </summary>
public class SpawnEntityPkt : MessageBase {
/// <summary>
/// The type of entity to spawn.
/// </summary>
public EntityType EntityType;
/// <summary>
/// The position of the entity, where it should be spawned
/// </summary>
public Vector3 Position;
/// <summary>
/// The List of Sync ID's for the entity.
/// </summary>
public int[] SyncBaseIDList;
/// <summary>
/// Connection ID of the owner of this entity
/// </summary>
public int OwnerID;
/// <summary>
/// Create a packet of information about spawning an entity to send the clients.
/// </summary>
/// <param name="entityType">Type of entity to spawn.</param>
/// <param name="position">Position where the entity will be spawned.</param>
/// <param name="syncIDList">List of Sync ID's for the entity.</param>
/// <param name="ownerID">The Connection ID who owns this entity (or -1).</param>
public SpawnEntityPkt(EntityType entityType, Vector3 position, int[] syncIDList, int ownerID) {
EntityType = entityType;
Position = position;
SyncBaseIDList = syncIDList;
OwnerID = ownerID;
}
/// <summary>
/// Parameter-less constructor using when deserializing the message.
/// </summary>
public SpawnEntityPkt() {
}
/// <summary>
/// Used to deserialize a message received via networking.
/// </summary>
/// <param name="reader"></param>
public override void Deserialize(NetworkReader reader) {
EntityType = (EntityType) reader.ReadInt16();
Position = reader.ReadVector3();
OwnerID = reader.ReadInt32();
byte[][] ByteArray = new byte[4][];
ByteArray[0] = reader.ReadBytesAndSize();
ByteArray[1] = reader.ReadBytesAndSize();
ByteArray[2] = reader.ReadBytesAndSize();
ByteArray[3] = reader.ReadBytesAndSize();
SyncBaseIDList = NetworkHelper.DeserializeIntArray(ByteArray);
}
/// <summary>
/// Used to serialize the message before it is sent.
/// </summary>
/// <param name="writer"></param>
public override void Serialize(NetworkWriter writer) {
writer.Write((short) EntityType);
writer.Write(Position);
writer.Write(OwnerID);
byte[][] ByteArray = NetworkHelper.SerializeIntArray(SyncBaseIDList);
writer.WriteBytesFull(ByteArray[0]);
writer.WriteBytesFull(ByteArray[1]);
writer.WriteBytesFull(ByteArray[2]);
writer.WriteBytesFull(ByteArray[3]);
}
}
}