Ejemplo n.º 1
0
        public void SetPhysics(int level)
        {
            if (physics == 0 && level != 0 && blocks != null)
            {
                for (int i = 0; i < blocks.Length; i++)
                {
                    // Optimization hack, since no blocks under 183 ever need a restart
                    if (blocks[i] > 183 && Block.NeedRestart(blocks[i]))
                    {
                        AddCheck(i);
                    }
                }
            }

            if (physics != level)
            {
                OnPhysicsLevelChangedEvent.Call(this, level);
            }
            if (level > 0 && physics == 0)
            {
                StartPhysics();
            }

            Physicsint     = level;
            Config.Physics = level;
        }
Ejemplo n.º 2
0
        void InitServerTask(SchedulerTask task)
        {
            Server.Start();
            // The first check for updates is run after 10 seconds, subsequent ones every two hours
            Server.Background.QueueRepeat(Updater.UpdaterTask, null, TimeSpan.FromSeconds(10));

            OnPlayerConnectEvent.Register(Player_PlayerConnect, Priority.Low);
            OnPlayerDisconnectEvent.Register(Player_PlayerDisconnect, Priority.Low);
            OnSentMapEvent.Register(Player_OnJoinedLevel, Priority.Low);

            OnLevelAddedEvent.Register(Level_LevelAdded, Priority.Low);
            OnLevelRemovedEvent.Register(Level_LevelRemoved, Priority.Low);
            OnPhysicsLevelChangedEvent.Register(Level_PhysicsLevelChanged, Priority.Low);

            RunOnUI_Async(() => main_btnProps.Enabled = true);
        }
Ejemplo n.º 3
0
        public void SetPhysics(int level)
        {
            if (physics == 0 && level != 0 && blocks != null)
            {
                for (int i = 0; i < blocks.Length; i++)
                {
                    // Optimization hack, since no blocks under 183 ever need a restart
                    if (blocks[i] > 183 && Block.NeedRestart(blocks[i]))
                    {
                        AddCheck(i);
                    }
                }
            }

            if (physics != level)
            {
                OnPhysicsLevelChangedEvent.Call(this, level);
            }
            physics = level;
            //StartPhysics(); This isnt needed, the physics will start when we set the new value above
        }