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@AndrewWeston9
Last active October 6, 2017 06:41
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LocalWorld.cs Snippet: Message handling, client side.
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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