本文整理汇总了C#中ExitGames.Client.Photon.Hashtable类的典型用法代码示例。如果您正苦于以下问题:C# ExitGames.Client.Photon.Hashtable类的具体用法?C# ExitGames.Client.Photon.Hashtable怎么用?C# ExitGames.Client.Photon.Hashtable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。
ExitGames.Client.Photon.Hashtable类属于命名空间,在下文中一共展示了ExitGames.Client.Photon.Hashtable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: AddScore_RPC
void AddScore_RPC(string fragger, string fragged)
{
//If I'm the killer, add to my frags, call AddMessage and say how many opponents I've defeated
if(fragger == playerMe)
{
PhotonHashtable PlayerCustomProps = new PhotonHashtable();
PlayerCustomProps["kills"] = ((playerFrag + 1).ToString());
PhotonNetwork.player.SetCustomProperties(PlayerCustomProps);
playerFrag = (float.Parse(PlayerCustomProps["kills"].ToString()));
AddMessage (fragger + " has defeated " + playerFrag + " opponents.");
}
if(fragged == playerMe)
{
PhotonHashtable PlayerCustomProps = new PhotonHashtable();
PlayerCustomProps["Deaths"] = ((playerDeath + 1).ToString());
PhotonNetwork.player.SetCustomProperties(PlayerCustomProps);
playerDeath = (float.Parse(PlayerCustomProps["Deaths"].ToString()));
AddMessage (fragged + " has perished " + playerDeath + " times.");
}
scoreManager.ChangeScore(fragger, "kills", 1);
scoreManager.ChangeScore(fragged, "deaths", 1);
}
开发者ID:gamkedo-la,项目名称:Foam_Corps,代码行数:26,代码来源:PlayerStats.cs
示例2: SettingPropiertis
public void SettingPropiertis()
{
//Initialize new properties where the information will stay Room
if (PhotonNetwork.isMasterClient) {
Hashtable setTeamScore = new Hashtable();
setTeamScore.Add(PropiertiesKeys.Team1Score, 0);
PhotonNetwork.room.SetCustomProperties(setTeamScore);
Hashtable setTeam2Score = new Hashtable();
setTeam2Score.Add(PropiertiesKeys.Team2Score, 0);
PhotonNetwork.room.SetCustomProperties(setTeam2Score);
}
//Initialize new properties where the information will stay Players
Hashtable PlayerTeam = new Hashtable();
PlayerTeam.Add(PropiertiesKeys.TeamKey, Team.All.ToString());
PhotonNetwork.player.SetCustomProperties(PlayerTeam);
Hashtable PlayerKills = new Hashtable();
PlayerKills.Add(PropiertiesKeys.KillsKey, 0);
PhotonNetwork.player.SetCustomProperties(PlayerKills);
Hashtable PlayerDeaths = new Hashtable();
PlayerDeaths.Add(PropiertiesKeys.DeathsKey, 0);
PhotonNetwork.player.SetCustomProperties(PlayerDeaths);
Hashtable PlayerScore = new Hashtable();
PlayerScore.Add(PropiertiesKeys.ScoreKey, 0);
PhotonNetwork.player.SetCustomProperties(PlayerScore);
Hashtable PlayerPing = new Hashtable();
PlayerPing.Add("Ping", 0);
PhotonNetwork.player.SetCustomProperties(PlayerPing);
}
开发者ID:SaltPeter,项目名称:fps,代码行数:33,代码来源:bl_SettingPropiertis.cs
示例3: SetScore
public static void SetScore(this PhotonPlayer player, int newScore)
{
Hashtable score = new Hashtable(); // using PUN's implementation of Hashtable
score[PunPlayerScores.PlayerScoreProp] = newScore;
player.SetCustomProperties(score); // this locally sets the score and will sync it in-game asap.
}
开发者ID:RoyKirk,项目名称:AIEWork,代码行数:7,代码来源:PunPlayerScores.cs
示例4: SetKill
public static void SetKill(this PhotonPlayer player, int newKill)
{
Hashtable hkill = new Hashtable(); // using PUN's implementation of Hashtable
hkill[PlayerKill.PlayerKillProp] = newKill;
player.SetCustomProperties(hkill); // this locally sets the score and will sync it in-game asap.
}
开发者ID:umjinsun12,项目名称:Suddenforce,代码行数:7,代码来源:PlayerKill.cs
示例5: SetRoundStartTime
/// <summary>
/// This method is storing PhotonNetwork.time in the rooms custom properties
/// Since PhotonNetwork.time is synchronized between all players, we can use this to
/// share time information between all players
/// </summary>
protected void SetRoundStartTime()
{
ExitGames.Client.Photon.Hashtable newProperties = new ExitGames.Client.Photon.Hashtable();
newProperties.Add( RoomProperty.StartTime, PhotonNetwork.time );
PhotonNetwork.room.SetCustomProperties( newProperties );
}
开发者ID:EvilAbyss,项目名称:Wulfram,代码行数:12,代码来源:GamemodeBase.cs
示例6: Encode
public override Hashtable Encode()
{
Hashtable hash = new Hashtable();
Hashtable decksHash = new Hashtable();
foreach (NWPlayerDeckDataObject deck in PlayersDecks)
{
Hashtable deckData = deck.Encode();
string playerId = deckData[ePlayerDeckDataObjectKeys.PlayerId].ToString();
decksHash.Add(playerId, (Hashtable)deckData[ePlayerDeckDataObjectKeys.DeckCards]);
}
Hashtable[] zonesHash = new Hashtable[PlayersZones.Count];
for (int i = 0; i< PlayersZones.Count; i++)
{
zonesHash[i] = PlayersZones[i].Encode();
}
hash.Add(eGameSetupKeys.Decks.ToString(), decksHash);
hash.Add(eGameSetupKeys.PlayersZones.ToString(), zonesHash);
Debug.Log( ">>>> " + Utils.HashToString(hash));
return hash;
}
开发者ID:Barnaff,项目名称:NetherWars2,代码行数:25,代码来源:NWGameSetupDataObject.cs
示例7: TABGUI
private void TABGUI () {
ExitGames.Client.Photon.Hashtable props = new ExitGames.Client.Photon.Hashtable();
props.Add("Team", 1);
props.Add("Score", 0);
props.Add("Kills", Kills);
props.Add("death", 666);
PhotonNetwork.player.SetCustomProperties(props);
// Spieler Scores Human
foreach (PhotonPlayer player in PhotonNetwork.playerList)
{
HumanStatsCanvas.GetComponent<Text>().text = "Team: " + player.customProperties["Team"].ToString() +
" | Score: " + player.customProperties["Score"].ToString() +
" | Kills: " + player.customProperties["Kills"].ToString() +
" | Deaths: " + player.customProperties["death"].ToString() +
" | Ping: " + PhotonNetwork.networkingPeer.RoundTripTime.ToString();
}
// Spieler Scores Alien
AlienStatsCanvas.GetComponent<Text>().text = "Team: " + PhotonNetwork.player.customProperties["Team"].ToString() +
" | Score: " + PhotonNetwork.player.customProperties["Score"].ToString() +
" | Kills: " + PhotonNetwork.player.customProperties["Kills"].ToString() +
" | Deaths: " + PhotonNetwork.player.customProperties["death"].ToString() +
" | Ping: " + PhotonNetwork.networkingPeer.RoundTripTime.ToString();
}
开发者ID:Pecke123,项目名称:Genesis_Unknown,代码行数:27,代码来源:ScoreBoard.cs
示例8: Encode
public Hashtable Encode()
{
Hashtable hash = new Hashtable();
hash.Add((int)eServerActionKey.ActionType, ActionType);
hash.Add((int)eServerActionKey.ActionParams, ActionsParams);
return hash;
}
开发者ID:Barnaff,项目名称:NetherWars2,代码行数:7,代码来源:NWServerAction.cs
示例9: OnEnter
public override void OnEnter()
{
string _roomName = null;
if ( ! string.IsNullOrEmpty(roomName.Value) )
{
_roomName = roomName.Value;
}
ExitGames.Client.Photon.Hashtable _props = new ExitGames.Client.Photon.Hashtable();
int i = 0;
foreach(FsmString _prop in customPropertyKey)
{
_props[_prop.Value] = PlayMakerPhotonProxy.GetValueFromFsmVar(this.Fsm,customPropertyValue[i]);
i++;
}
string[] lobbyProps = new string[lobbyCustomProperties.Length];
int j = 0;
foreach(FsmString _visibleProp in lobbyCustomProperties)
{
lobbyProps[j] = _visibleProp.Value;
j++;
}
PhotonNetwork.CreateRoom(_roomName,isVisible.Value,isOpen.Value,maxNumberOfPLayers.Value,_props,lobbyProps);
Finish();
}
开发者ID:JohnnyVox,项目名称:schoolfire,代码行数:30,代码来源:PhotonNetworkCreateRoomAdvanced.cs
示例10: Encode
public override Hashtable Encode()
{
Hashtable hash = new Hashtable();
hash.Add((int)eZoneDataKeys.PlayerId, PlayerId);
hash.Add((int)eZoneDataKeys.ZoneType, (int)ZoneType);
hash.Add((int)eZoneDataKeys.ZoneId, ZoneId);
return hash;
}
开发者ID:Barnaff,项目名称:NetherWars2,代码行数:8,代码来源:NWZoneDataObject.cs
示例11: SetGameEndTime
public void SetGameEndTime()
{
if (PhotonNetwork.isMasterClient) {
ExitGames.Client.Photon.Hashtable endTime = new ExitGames.Client.Photon.Hashtable ();
endTime.Add (RoomPropertyType.EndTime, PhotonNetwork.time + timeAfterLastCandy);
PhotonNetwork.room.SetCustomProperties (endTime);
}
}
开发者ID:danieljustice,项目名称:Dino-Byte,代码行数:8,代码来源:TimerScript.cs
示例12: PhotonPlayer
/// <summary>
/// Internally used to create players from event Join
/// </summary>
protected internal PhotonPlayer(bool isLocal, int actorID, Hashtable properties)
{
this.customProperties = new Hashtable();
this.isLocal = isLocal;
this.actorID = actorID;
this.InternalCacheProperties(properties);
}
开发者ID:kagechika,项目名称:PhotonWorkShop,代码行数:11,代码来源:PhotonPlayer.cs
示例13: GetActionFromProps
public static PlayerAction GetActionFromProps(Hashtable ht)
{
Actions act = (Actions)ht["Act"];
int iChId = (int)ht["iCharacter"];
int iChTeam = (int)ht["iCharacterTeam"];
Cell tcell = Grid_Setup.Instance.GetCellByID((int)ht["tCell"]);
Cell fcell = Grid_Setup.Instance.GetCellByID((int)ht["fCell"]);
return new PlayerAction(act,MainGame.Instance.GetCharacter(iChTeam,iChId),tcell, fcell);
}
开发者ID:jdohgamer,项目名称:SSC,代码行数:9,代码来源:PlayerAction.cs
示例14: OnPhotonRandomJoinFailed
public virtual void OnPhotonRandomJoinFailed()
{
Debug.Log("OnPhotonRandomJoinFailed() was called by PUN. No random room available, so we create one. Calling: PhotonNetwork.CreateRoom(null, new RoomOptions() {maxPlayers = 4}, null);");
Hashtable customRoomProperties = new Hashtable() { {"map", 1}, {"started", false} };
PhotonNetwork.CreateRoom(null, true, true, 6, customRoomProperties, roomPropsInLobby);
Debug.Log (customRoomProperties ["map"]);
setPlayerProperties ();
PhotonNetwork.LoadLevel ((int)customRoomProperties["map"]);
}
开发者ID:KingCrazy,项目名称:cubeShooter,代码行数:9,代码来源:ConnectToRoom.cs
示例15: InitRoomSettings
PhotonHashtable InitRoomSettings()
{
//set the table with players and their charactes
customSettings = new PhotonHashtable ();
foreach (string name in playerPrefabs) {
customSettings.Add (name, false);
}
return customSettings;
}
开发者ID:kwahu,项目名称:polcongame,代码行数:9,代码来源:MainMenu.cs
示例16: CreateNewRoom
//Создание комноты (+)
public void CreateNewRoom()
{
ExitGames.Client.Photon.Hashtable customProps = new ExitGames.Client.Photon.Hashtable();
customProps["MapName"] = "kaspi_map_c_2_test";
string[] exposedProps = new string[customProps.Count];
exposedProps[0] = "MapName";
PhotonNetwork.CreateRoom(newRoomName, true, true, newRoomMaxPlayers, customProps, exposedProps);
}
开发者ID:JazzyJohn,项目名称:MobaTest,代码行数:10,代码来源:ServerHolder.cs
示例17: OnJoinedRoom
void OnJoinedRoom()
{
PhotonHashtable table = new PhotonHashtable(); // 변수만드는 부분
table.Add("aimKill", aimKill);
PhotonNetwork.room.SetCustomProperties(table);
PhotonNetwork.isMessageQueueRunning = false;
PhotonNetwork.LoadLevel("Field"); //씬 로딩
}
开发者ID:gus5345,项目名称:Unity_DomainWar,代码行数:9,代码来源:CreateRoom.cs
示例18: AddDeath
public static void AddDeath(this PhotonPlayer player, int deathToAddToCurrent)
{
int current = player.GetDeath();
current = current + deathToAddToCurrent;
Hashtable hdeath = new Hashtable(); // using PUN's implementation of Hashtable
hdeath[PlayerDeath.PlayerDeathProp] = current;
player.SetCustomProperties(hdeath); // this locally sets the score and will sync it in-game asap.
}
开发者ID:umjinsun12,项目名称:Suddenforce,代码行数:10,代码来源:PlayerDeath.cs
示例19: Start
// Use this for initialization
void Start () {
PhotonNetwork.JoinRoom(PlayerPrefs.GetString("Room"));
props = new ExitGames.Client.Photon.Hashtable();
props.Add("Pseudo", pseudo);
width = 100;
height = 100;
}
开发者ID:OctoPimp,项目名称:Memento-Morii,代码行数:11,代码来源:Loader.cs
示例20: PostScore
public static void PostScore(this PhotonPlayer player, int ScoreToAdd = 0)
{
int current = player.GetPlayerScore();
current = current + ScoreToAdd;
Hashtable score = new Hashtable(); // using PUN's implementation of Hashtable
score[PropiertiesKeys.ScoreKey] = current;
player.SetCustomProperties(score); // this locally sets the score and will sync it in-game asap.
}
开发者ID:SaltPeter,项目名称:fps,代码行数:10,代码来源:PlayerPropierties.cs
注:本文中的ExitGames.Client.Photon.Hashtable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