Skip to content

Commit ce215ef

Browse files
committed
Update Riptide to v2.0.0
1 parent e6dc787 commit ce215ef

19 files changed

+3676
-3004
lines changed

.github/FUNDING.yml

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -3,7 +3,7 @@
33
github: tom-weiland # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
44
patreon: # Replace with a single Patreon username
55
open_collective: # Replace with a single Open Collective username
6-
ko_fi: tomweiland # Replace with a single Ko-fi username
6+
ko_fi: # Replace with a single Ko-fi username
77
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
88
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
99
liberapay: # Replace with a single Liberapay username

Client/Assets/Scripts/Multiplayer/MessageExtensions.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
1-
using RiptideNetworking;
1+
using Riptide;
22
using UnityEngine;
33

44
public static class MessageExtensions

Client/Assets/Scripts/Multiplayer/NetworkManager.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,5 @@
1-
using RiptideNetworking;
2-
using RiptideNetworking.Utils;
1+
using Riptide;
2+
using Riptide.Utils;
33
using System;
44
using UnityEngine;
55

@@ -96,7 +96,7 @@ private void Start()
9696

9797
private void FixedUpdate()
9898
{
99-
Client.Tick();
99+
Client.Update();
100100
ServerTick++;
101101
}
102102

-10 KB
Binary file not shown.

Client/Assets/Scripts/Multiplayer/RiptideNetworking.xml

Lines changed: 1817 additions & 1481 deletions
Some generated files are not rendered by default. Learn more about customizing how changed files appear on GitHub.

Client/Assets/Scripts/Player.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
1-
using RiptideNetworking;
1+
using Riptide;
22
using System.Collections.Generic;
33
using UnityEngine;
44

Client/Assets/Scripts/PlayerController.cs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
1-
using RiptideNetworking;
1+
using Riptide;
22
using UnityEngine;
33

44
public class PlayerController : MonoBehaviour
@@ -63,27 +63,27 @@ private void FixedUpdate()
6363
#region Messages
6464
private void SendInput()
6565
{
66-
Message message = Message.Create(MessageSendMode.unreliable, ClientToServerId.input);
66+
Message message = Message.Create(MessageSendMode.Unreliable, ClientToServerId.input);
6767
message.AddBools(inputs, false);
6868
message.AddVector3(camTransform.forward);
6969
NetworkManager.Singleton.Client.Send(message);
7070
}
7171

7272
private void SendSwitchActiveWeapon(WeaponType newType)
7373
{
74-
Message message = Message.Create(MessageSendMode.reliable, ClientToServerId.switchActiveWeapon);
74+
Message message = Message.Create(MessageSendMode.Reliable, ClientToServerId.switchActiveWeapon);
7575
message.AddByte((byte)newType);
7676
NetworkManager.Singleton.Client.Send(message);
7777
}
7878

7979
private void SendPrimaryUse()
8080
{
81-
NetworkManager.Singleton.Client.Send(Message.Create(MessageSendMode.reliable, ClientToServerId.primaryUse));
81+
NetworkManager.Singleton.Client.Send(Message.Create(MessageSendMode.Reliable, ClientToServerId.primaryUse));
8282
}
8383

8484
private void SendReload()
8585
{
86-
NetworkManager.Singleton.Client.Send(Message.Create(MessageSendMode.reliable, ClientToServerId.reload));
86+
NetworkManager.Singleton.Client.Send(Message.Create(MessageSendMode.Reliable, ClientToServerId.reload));
8787
}
8888
#endregion
8989
}

Client/Assets/Scripts/Projectile.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
1-
using RiptideNetworking;
1+
using Riptide;
22
using System.Collections.Generic;
33
using UnityEngine;
44

Client/Assets/Scripts/UIManager.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
1-
using RiptideNetworking;
1+
using Riptide;
22
using System.Collections;
33
using UnityEngine;
44
using UnityEngine.UI;
@@ -136,7 +136,7 @@ private IEnumerator HideHitmarker()
136136

137137
public void SendName()
138138
{
139-
Message message = Message.Create(MessageSendMode.reliable, ClientToServerId.name);
139+
Message message = Message.Create(MessageSendMode.Reliable, ClientToServerId.name);
140140
message.AddString(usernameField.text);
141141
NetworkManager.Singleton.Client.Send(message);
142142
}

Server/Assets/Scripts/GameLogic.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
1-
using RiptideNetworking;
1+
using Riptide;
22
using System.Collections;
33
using UnityEngine;
44
using UnityEngine.SceneManagement;
@@ -95,14 +95,14 @@ private IEnumerator LoadSceneInBackground(byte sceneBuildIndex)
9595

9696
private void SendActiveScene(ushort toClientId)
9797
{
98-
Message message = Message.Create(MessageSendMode.reliable, ServerToClientId.activeScene);
98+
Message message = Message.Create(MessageSendMode.Reliable, ServerToClientId.activeScene);
9999
message.AddByte(activeScene);
100100
NetworkManager.Singleton.Server.Send(message, toClientId);
101101
}
102102

103103
private void SendNewActiveScene()
104104
{
105-
Message message = Message.Create(MessageSendMode.reliable, ServerToClientId.activeScene);
105+
Message message = Message.Create(MessageSendMode.Reliable, ServerToClientId.activeScene);
106106
message.AddByte(activeScene);
107107
NetworkManager.Singleton.Server.SendToAll(message);
108108
}

0 commit comments

Comments
 (0)