Beispiel #1
0
 public Group(GroupType groupType, HashSet <Type> filters, EventType _eventType, OnEntityUpdate onEntityUpdate)
 {
     Filters              = filters;
     EventType            = _eventType;
     OnEntityUpdateEvent += onEntityUpdate;
     Entities             = new HashSet <Entity.Entity>();
     GroupType            = groupType;
 }
Beispiel #2
0
        /*
         * @brief 實體更新
         * @param id [in] 組件編號
         * @note 限定管理器使用
         */
        public void UpdateEntity(T entity, int id, IComponent oldComponent, IComponent newComponent)
        {
            if (HasEntity(entity) == false)
            {
                return;
            }

            OnEntityRemove?.Invoke(this, entity);
            OnEntityAdd?.Invoke(this, entity);
            OnEntityUpdate?.Invoke(this, entity, id, oldComponent, newComponent);
        }
 public void EntityUpdated()
 {
     OnEntityUpdate?.Invoke();
 }
Beispiel #4
0
        public void Update()
        {
            // grab all new messages. do this in your Update loop.
            Telepathy.Message msg;


            while (_client.GetNextMessage(out msg))
            {
                switch (msg.eventType)
                {
                case Telepathy.EventType.Connected:
                    Telepathy.Logger.Log("Client " + msg.connectionId + " Connected");
                    break;

                case Telepathy.EventType.Data:
                    var simpleData = SimpleMessage.Parser.ParseFrom(msg.data);
                    Telepathy.Logger.Log("Client " + ClientId + " Data: " + (ServerCodes)simpleData.MessageId);
                    switch ((ServerCodes)simpleData.MessageId)
                    {
                    case ServerCodes.ClientConnect:
                        ClientId = ClientConnect.Parser.ParseFrom(simpleData.Info).ClientId;
                        Telepathy.Logger.Log("My Client Id is " + ClientId);
                        OnConnect?.Invoke();
                        break;

                    case ServerCodes.GameData:
                        var gameData = GameData.Parser.ParseFrom(simpleData.Info);
                        Telepathy.Logger.Log($"Client Game Data: {BitConverter.ToString(gameData.Info.ToByteArray())}");

                        break;

                    case ServerCodes.EntityInfo:
                        var entityInfo = EntityInfo.Parser.ParseFrom(simpleData.Info);
                        Telepathy.Logger.Log($"Client Entity Info: {entityInfo.EntityId}");
                        foreach (var pair in entityInfo.EntityData)
                        {
                            Telepathy.Logger.Log($"{pair.Key} {BitConverter.ToString(pair.Value.ToByteArray())}");
                        }

                        OnEntityCreation?.Invoke(entityInfo);
                        break;

                    case ServerCodes.EntityUpdate:
                        var entityUpdate = EntityUpdate.Parser.ParseFrom(simpleData.Info);

                        OnEntityUpdate?.Invoke(entityUpdate);

                        break;

                    default:
                        break;
                    }

                    break;

                case Telepathy.EventType.Disconnected:
                    Telepathy.Logger.Log("Client " + msg.connectionId + " Disconnected");
                    break;
                }
            }
        }