public GrenadesChannel(IUnityBridgeState <GrenadesState> bridge, SenderStrategy strategy, float refreshTime)
 {
     _bridge = bridge;
     setupStrategy(strategy);
     SetupInterpolator(_cubeInterpolator);
     if (bridge != null)
     {
         SetupPeriod((long)(refreshTime * 1000));
         SetupStateProvider(_bridge.GetCurrentState);
     }
 }
Ejemplo n.º 2
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 public PlayerPositionStateChannel(
     IUnityBridgeState <PlayerPosition> bridge,
     SenderStrategy strategy,
     float refreshTime)
 {
     _bridge = bridge;
     setupStrategy(strategy);
     SetupPeriod((long)(refreshTime * 1000));
     SetupInterpolator(_cubeInterpolator);
     SetupStateProvider(_bridge.GetCurrentState);
 }
Ejemplo n.º 3
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 public InputSequenceEventChannel(Action <ICollection <PlayerAction> > eventReceiver, SenderStrategy strategy)
 {
     SetupEventReceiver(eventReceiver);
     setupStrategy(strategy);
 }
 public PlayerEventChannel(Action <PlayerEvent> eventReceiver, SenderStrategy strategy)
 {
     SetupEventReceiver(eventReceiver);
     setupStrategy(strategy);
 }
Ejemplo n.º 5
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 public TextEventChannel(Action <TextMessage> eventReceiver, SenderStrategy strategy)
 {
     SetupEventReceiver(eventReceiver);
     setupStrategy(strategy);
 }
Ejemplo n.º 6
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 /// <summary>
 ///     Must be called at initialization to initiate the strategy
 /// </summary>
 /// <param name="strategy">SenderStrategy to be used</param>
 protected void setupStrategy(SenderStrategy strategy)
 {
     Strategy = strategy;
     strategy.SetupReceiver(ProcessData);
 }
Ejemplo n.º 7
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 public KeepAliveChannel(Action <bool> eventReceiver, SenderStrategy strategy)
 {
     SetupEventReceiver(eventReceiver);
     setupStrategy(strategy);
 }