本文整理汇总了C#中GameMessage类的典型用法代码示例。如果您正苦于以下问题:C# GameMessage类的具体用法?C# GameMessage怎么用?C# GameMessage使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
GameMessage类属于命名空间,在下文中一共展示了GameMessage类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: MessageNode
public MessageNode(GameMessage message, int start, int end)
{
this.gameMessage = message;
this.mStart = start;
this.mEnd = end;
Text = String.Join(".", (message.GetType().ToString().Split('.').Skip(5)));
}
开发者ID:farces,项目名称:GameMessage-Viewer,代码行数:7,代码来源:MessageNode.cs
示例2: GameServerPacket
public GameServerPacket(GameMessage message)
{
m_stream = new MemoryStream();
m_writer = new BinaryWriter(m_stream);
m_writer.Write((byte)(StocMessage.GameMsg));
m_writer.Write((byte)message);
}
开发者ID:247321453,项目名称:YgoServer,代码行数:7,代码来源:GameServerPacket.cs
示例3: BroadcastGlobal
public void BroadcastGlobal(GameMessage message)
{
foreach (var player in this.Players.Values)
{
player.InGameClient.SendMessageNow(message);
}
}
开发者ID:bryan77,项目名称:mooege,代码行数:7,代码来源:World.cs
示例4: Message_TouchStarted
public GameMessageResult Message_TouchStarted(GameMessage msg)
{
ToggleSelected();
GameMessenger.Reg("touchEnded", this, Message_TouchEnded);
GameMessenger.Reg("touchMoved", this, Message_TouchMoved);
return GameMessageResult.handledMessage;
}
开发者ID:bcatcho,项目名称:rtsControl,代码行数:7,代码来源:GameActorAbilitySelectable.cs
示例5: Message_newTestInputRecording
public GameMessageResult Message_newTestInputRecording(GameMessage msg)
{
var testName = (string)msg.data;
text.text = "[Test] " + testName;
Clear();
return GameMessageResult.handledMessage;
}
开发者ID:bcatcho,项目名称:rtsControl,代码行数:7,代码来源:CTTestInputDisplay.cs
示例6: HoldEnd
public void HoldEnd (GameMessage msg)
{
Debug.Log("HoldEnd");
// TODO(oz) Differenciate hold end from hold start
ChangeBehaviour(Behaviour.HoldStart);
SoundController.instance.PlaySfx (SoundController.SfxType.FxTams2, msg.targetId);
}
开发者ID:osmanzeki,项目名称:Necromaestro,代码行数:7,代码来源:PlayerComponent.cs
示例7: GameServerPacket
public GameServerPacket(GameMessage message):base(GamePacketByteLength)
{
Write((byte)(StocMessage.GameMsg));
this.PacketMsg=StocMessage.GameMsg;
Write((byte)message);
this.GameMsg = message;
}
开发者ID:247321453,项目名称:YgoServer,代码行数:7,代码来源:GameServerPacket.cs
示例8: OnGameMessage
public override void OnGameMessage(GameMessage gameMessage)
{
//requestedState = gameMessage.unityInstanceStatus.requestedState;
gameMessage.unityInstanceStatus.state = gameMessage.unityInstanceStatus.requestedState;
Reply(gameMessage);
}
开发者ID:gamemachine,项目名称:gamemachine,代码行数:7,代码来源:UnityInstanceActor.cs
示例9: Log
public static void Log(string txt, float life = 3.0f){
GameMessage msg = new GameMessage ();
msg.text = txt;
msg.time = Time.time;
msg.life = life;
message_stream.OnNext(msg);
}
开发者ID:mrunderhill89,项目名称:guardian_of_the_fields_the_strawberry_jam,代码行数:7,代码来源:GameMessages.cs
示例10: EmtryMessage
public static byte[] EmtryMessage(GameMessage message){
byte[] data =null;
using(GameServerPacket packet=new GameServerPacket(message)){
data = packet.Content;
}
return data;
}
开发者ID:247321453,项目名称:YgoServer,代码行数:7,代码来源:GameServerPacket.cs
示例11: CreateAccount
public static PacketWriter CreateAccount(bool successful, GameMessage failureReason)
{
var pw = GetWriter(ServerPacketID.CreateAccount);
pw.Write(successful);
if (!successful)
pw.WriteEnum(failureReason);
return pw;
}
开发者ID:mateuscezar,项目名称:netgore,代码行数:8,代码来源:ServerPacket.cs
示例12: Send
/// <summary>
/// Sends data to the <see cref="INetworkSender"/>. This method is thread-safe.
/// </summary>
/// <param name="sender">The <see cref="INetworkSender"/> to use to send the data.</param>
/// <param name="message">GameMessage to send to the User.</param>
/// <param name="messageType">The <see cref="ServerMessageType"/> to use for sending the <paramref name="message"/>.</param>
/// <param name="parameters">Message parameters.</param>
public static void Send(this INetworkSender sender, GameMessage message, ServerMessageType messageType,
params object[] parameters)
{
using (var pw = ServerPacket.SendMessage(message, parameters))
{
sender.Send(pw, messageType);
}
}
开发者ID:wtfcolt,项目名称:game,代码行数:15,代码来源:INetworkSenderExtensions.cs
示例13: CoreMessage
public CoreMessage(GameMessage msg, BinaryReader reader, byte[] raw)
{
Message = msg;
Reader = reader;
m_raw = raw;
m_stream = (MemoryStream)reader.BaseStream;
m_startPosition = m_stream.Position;
}
开发者ID:247321453,项目名称:YgoServer,代码行数:8,代码来源:CoreMessage.cs
示例14: getMessage
public override GameMessage getMessage()
{
GameMessage message = new GameMessage ();
message.bPieceSelectionMessage = false;
message.iIndex1 = (int)squareIndex.x;
message.iIndex2 = (int)squareIndex.y;
return message;
}
开发者ID:sergiohc101,项目名称:Hnefatafl-AR,代码行数:8,代码来源:PieceMove.cs
示例15: DespawnMessage
public static GameMessage DespawnMessage(int index)
{
GameMessage msg = new GameMessage();
msg.DataType = DataTypeDespawnEntity;
msg.index = index;
msg.MessageSize = 0;
return msg;
}
开发者ID:slicedpan,项目名称:SpaceInvaders,代码行数:8,代码来源:GameState.cs
示例16: Message_TouchMoved
public GameMessageResult Message_TouchMoved(GameMessage msg)
{
if (msg.data != null) {
var position = (Ray)msg.data;
gameObject.transform.position = position.origin;
}
return GameMessageResult.handledMessage;
}
开发者ID:bcatcho,项目名称:rtsControl,代码行数:8,代码来源:GameActorAbilitySelectable.cs
示例17: SendMessage
public static void SendMessage(this GameObject sender, GameMessage msg, GameObject target)
{
if (msg == null)
{
Log.Game.WriteWarning("ExtMethodsGameObject: Tried to send a null message.\n{0}", Environment.StackTrace);
return;
}
// if there is already a list on the stack then we have re-entered SendMessage i.e. a HandleMessage method has
// called SendMessage
if (_receiverStack.Count > 0)
_currentReceivers = new List<ICmpHandlesMessages>();
_receiverStack.Push(_currentReceivers);
_currentReceivers.Clear();
if (target != null)
{
if (!target.Active)
{
_currentReceivers = _receiverStack.Pop();
return;
}
target.GetComponents(_currentReceivers);
}
else
{
Scene.Current.FindComponents(_currentReceivers);
}
try
{
for (int i = _currentReceivers.Count - 1; i >= 0; i--)
{
var receiver = _currentReceivers[i];
if (receiver == null || ((Component)receiver).Disposed || ((Component)receiver).Active == false)
continue;
receiver.HandleMessage(sender, msg);
if (i > _currentReceivers.Count)
i = _currentReceivers.Count;
if (msg.Handled)
break;
}
}
finally
{
_receiverStack.Pop();
if (_receiverStack.Count > 0)
_currentReceivers = _receiverStack.Peek();
else
_currentReceivers = _receivers;
}
}
开发者ID:BraveSirAndrew,项目名称:duality,代码行数:58,代码来源:ExtMethodsGameObject.cs
示例18: AddNewMessagesToWaitingQueue
/// <summary>
/// Adds the new messages to waiting queue.
/// </summary>
/// <param name="messages">Messages.</param>
private void AddNewMessagesToWaitingQueue (List<string> messages)
{
foreach(string message in messages)
{
GameMessage newMessage = new GameMessage();
newMessage.Message = message;
waitingGameMessages.Enqueue(newMessage);
}
}
开发者ID:retroburst,项目名称:ShintoMon.Unity.3D,代码行数:13,代码来源:GameMessageController.cs
示例19: getMessage
public override GameMessage getMessage()
{
// PieceSelection function
GameMessage message = new GameMessage ();
message.bPieceSelectionMessage = true;
message.iIndex1 = pieceIndex;
message.belongsToAttacker = belongsToAttacker;
return message;
}
开发者ID:sergiohc101,项目名称:Hnefatafl-AR,代码行数:9,代码来源:PieceSelection.cs
示例20: Consume
public void Consume(GameClient client, GameMessage message)
{
if (message is AssignActiveSkillMessage) OnAssignActiveSkill(client, (AssignActiveSkillMessage)message);
else if (message is AssignPassiveSkillMessage) OnAssignPassiveSkill(client, (AssignPassiveSkillMessage)message);
else if (message is PlayerChangeHotbarButtonMessage) OnPlayerChangeHotbarButtonMessage(client, (PlayerChangeHotbarButtonMessage)message);
else return;
UpdateClient(client);
client.FlushOutgoingBuffer();
}
开发者ID:Tareg,项目名称:mooege,代码行数:10,代码来源:Skillset.cs
注:本文中的GameMessage类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
请发表评论