added example of how to do audio groups/message groups
parent
6c6c7c4833
commit
20fcf118bd
|
|
@ -20,6 +20,8 @@ public class PlayerController : NetworkObject, Dissonance.IDissonancePlayer
|
|||
public Vector3 targetPosition;
|
||||
public Quaternion targetRotation;
|
||||
|
||||
public List<int> closePlayers = new List<int>();
|
||||
|
||||
|
||||
public byte[] getSyncMessage()
|
||||
{
|
||||
|
|
@ -124,7 +126,7 @@ public class PlayerController : NetworkObject, Dissonance.IDissonancePlayer
|
|||
byte[] lastAudioIdBytes = BitConverter.GetBytes(lastAudioId++);
|
||||
Buffer.BlockCopy(lastAudioIdBytes, 0, toSend, 0, 4);
|
||||
Buffer.BlockCopy(data.Array, data.Offset, toSend, 4, data.Count);
|
||||
owner.sendMessage(this, "a", toSend);
|
||||
owner.sendGroupMessage(this,"close", "a", toSend);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -158,8 +160,30 @@ public class PlayerController : NetworkObject, Dissonance.IDissonancePlayer
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (owner != null && owner.isLocal) {
|
||||
|
||||
|
||||
PlayerController[] players = GameObject.FindObjectsOfType<PlayerController>();
|
||||
bool shouldUpdate = false;
|
||||
for (int i = 0; i < players.Length; i++)
|
||||
{
|
||||
if (players[i] == this) { continue; }
|
||||
float dist = Vector3.Distance(players[i].transform.position, this.transform.position);
|
||||
if (dist < 2 && !closePlayers.Contains(players[i].owner.userid))
|
||||
{
|
||||
closePlayers.Add(players[i].owner.userid);
|
||||
shouldUpdate = true;
|
||||
}
|
||||
else if(dist >=2 && closePlayers.Contains(players[i].owner.userid))
|
||||
{
|
||||
closePlayers.Remove(players[i].owner.userid);
|
||||
shouldUpdate = true;
|
||||
}
|
||||
}
|
||||
if (shouldUpdate)
|
||||
{
|
||||
owner.manager.setupMessageGroup("close", closePlayers.ToArray());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (owner != null && !owner.isLocal)
|
||||
|
|
|
|||
|
|
@ -159,7 +159,17 @@ public class NetworkPlayer : MonoBehaviour
|
|||
//FindObjectsOfType<NetworkObject>();
|
||||
}
|
||||
|
||||
|
||||
public void sendGroupMessage(NetworkObject obj, string group, string identifier, byte[] data)
|
||||
{
|
||||
if (obj == myObject)
|
||||
{
|
||||
manager.sendToGroup(group, "1," + identifier + "," + Convert.ToBase64String(data));
|
||||
}
|
||||
else
|
||||
{
|
||||
manager.sendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data));
|
||||
}
|
||||
}
|
||||
public void sendMessage(NetworkObject obj, string identifier, byte[] data)
|
||||
{
|
||||
if (obj == myObject)
|
||||
|
|
|
|||
|
|
@ -1,2 +1,2 @@
|
|||
#!/usr/bin/env bash
|
||||
./TestVelGameServer/Build/macbuild.app/Contents/MacOS/TestVelGameServer &
|
||||
./TestVelGameServer/Build/velnetunityexample.app/Contents/MacOS/VelNetUnity &
|
||||
|
|
|
|||
Loading…
Reference in New Issue