public void ReplaceWorldState(ushort newEntityCount, NetStack.Serialization.BitBuffer newBuffer) { var index = GameComponentsLookup.WorldState; var component = (WorldState)CreateComponent(index, typeof(WorldState)); component.EntityCount = newEntityCount; component.Buffer = newBuffer; ReplaceComponent(index, component); }
public void ReplaceClientDataBuffer(ushort newCommandCount, NetStack.Serialization.BitBuffer newValue) { var index = GameComponentsLookup.ClientDataBuffer; var component = (ClientDataBuffer)CreateComponent(index, typeof(ClientDataBuffer)); component.CommandCount = newCommandCount; component.Value = newValue; ReplaceComponent(index, component); }
public GameEntity SetWorldState(ushort newEntityCount, NetStack.Serialization.BitBuffer newBuffer) { if (hasWorldState) { throw new Entitas.EntitasException("Could not set WorldState!\n" + this + " already has an entity with WorldState!", "You should check if the context already has a worldStateEntity before setting it or use context.ReplaceWorldState()."); } var entity = CreateEntity(); entity.AddWorldState(newEntityCount, newBuffer); return(entity); }
public void ReplaceWorldState(ushort newEntityCount, NetStack.Serialization.BitBuffer newBuffer) { var entity = worldStateEntity; if (entity == null) { entity = SetWorldState(newEntityCount, newBuffer); } else { entity.ReplaceWorldState(newEntityCount, newBuffer); } }