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October 6, 2017 09:04
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EmoteWheel.cs Snippet: Created by another team member, I took their code and changed it to work in a network environment, sending the emotes between clients through the server.
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public void ButtonAction() | |
{ | |
buttons[CurMenuItem].sceneimage.color = buttons[CurMenuItem].PressedColor; | |
GameObject Player = this.transform.parent.gameObject; | |
NetworkInstanceId netID = Player.GetComponent<NetworkIdentity>().netId; | |
Debug.Log ("Sending emote with networkID: " + netID.ToString()); | |
Vector3 offset = new Vector3(0.0f, 2.5f, 0.0f); | |
//IconObject DisplayEmote; | |
if (CurMenuItem == 0) | |
{ | |
SendEmoteMessageAndClientID m = new SendEmoteMessageAndClientID(); | |
m.emoteType = 0; | |
m.netId = netID; | |
NetworkManager.singleton.client.Send (LevelMsgType.EmoteSingleSender, m); | |
} | |
else if (CurMenuItem == 1) | |
{ | |
SendEmoteMessageAndClientID m = new SendEmoteMessageAndClientID(); | |
m.emoteType = 1; | |
m.netId = netID; | |
NetworkManager.singleton.client.Send (LevelMsgType.EmoteSingleSender, m); | |
} | |
else if (CurMenuItem == 2) | |
{ | |
SendEmoteMessageAndClientID m = new SendEmoteMessageAndClientID(); | |
m.emoteType = 2; | |
m.netId = netID; | |
NetworkManager.singleton.client.Send (LevelMsgType.EmoteSingleSender, m); | |
} | |
else if (CurMenuItem == 3) | |
{ | |
SendEmoteMessageAndClientID m = new SendEmoteMessageAndClientID(); | |
m.emoteType = 3; | |
m.netId = netID; | |
NetworkManager.singleton.client.Send (LevelMsgType.EmoteSingleSender, m); | |
} | |
menuon = false; | |
} | |
} | |
public class IconObject : MonoBehaviour | |
{ | |
public void GetSprite(Sprite z) | |
{ | |
//Emotetype = z; | |
} | |
public GameObject EmotePicture; | |
GameObject Player; | |
Vector3 offset = new Vector3(0.0f, 2.5f, 0.0f); | |
// public Sprite Emotetype; | |
// SpriteRenderer SR; | |
NetworkInstanceId NetID; | |
public float lifetime = 2.0f; | |
public void PlayerNetID (NetworkInstanceId netId) | |
{ | |
NetID = netId; | |
Player = ClientScene.FindLocalObject(NetID); | |
} |
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