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public Class MyNetworkManager
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{
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    void Awake()
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    {
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        Networking.onData += OnDataRecieved; //Adding the custom thing to do on receiving data
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        Networking.onPlayerDisconnect += OnLeaveGame; //Adding the custom thing to do when a player leaves
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    }
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    //The custom thing I want to do with data received
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    void OnDataRecieved(MessageInfo Info, object[] Data)
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    void OnDataRecieved (NetworkInfo Info, object[] Data)
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    {
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        //Info contains networking information such as who sent the data
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        byte OperationCode = Data [0];
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        byte UnitID = Data[1];
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        if (OperationCode == 0)
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        {
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            Vector2 Position = Data [2]; 
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            byte Health = Data [3];
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            GetUnit (UnitID).SetPosition (Position);
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            GetUnit (UnitId).SetHealth (Health);
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        }
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        if (OperationCode == 1)
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        {
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            GetUnit (UnitID).Explode ();
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        }
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    }
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    void OnLeaveGame
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    //The custom thing I want to do when a player leaves a game
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    void OnLeaveGame (NetworkInfo)
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    {
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    object[] SendData = object [] {1, MyUnit.ID};
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    SendMessage (Receivers.All, SendData); //This triggers onData on receiving clients
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    }
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}