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LocalWorld.cs Snippet: Message handling, client side.
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NetworkClient.allClients[0].RegisterHandler (LevelMsgType.EmoteSingleSender, ServerCommandHandler); // Handle incoming emotes from server | |
NetworkClient.allClients[0].RegisterHandler (LevelMsgType.PlayerFlagRequest, ServerCommandHandler); | |
case LevelMsgType.EmoteSingleSender: | |
/// Handle incoming emotes from server | |
{ | |
SendEmoteMessageAndClientID m = netMsg.ReadMessage<SendEmoteMessageAndClientID> (); | |
displayEmote(m.emoteType, m.netId); | |
Debug.Log ("Incoming emote to client from server from network id: " + m.netId); | |
} | |
break; | |
case LevelMsgType.PlayerFlagRequest: | |
{ | |
PlayerFlagMessage m = netMsg.ReadMessage<PlayerFlagMessage> (); | |
if (m.removed == false) | |
{ | |
//Do UI message to player here informing them of failure to remove flag. | |
} | |
if (m.removed == true) | |
{ | |
PlayerMove player = ClientScene.localPlayers[0].gameObject.GetComponent <PlayerMove>(); | |
player.playerFlagPlaced = false; | |
} | |
} | |
break; |
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