public ServerPlayer(ServerPlayerManager playerManager, ServerLogic serverLogic, ServerRegionManager regionManager, ServerNpcManager npcManager, ServerGroundItemManager groundItemManager, string name, string password, NetPeer peer) : base(playerManager, name, (byte)peer.Id) { _serverLogic = serverLogic; playerSkills = new ServerPlayerSkills(this); database = new ServerPlayerDatabase(this, serverLogic.Database); ServerInventoryManager inventoryManager = new ServerInventoryManager(); inventory = new ServerPlayerInventory(this, inventoryManager); equipment = new ServerPlayerEquipment(this, inventoryManager); combat = new ServerPlayerCombat(_serverLogic, this, playerSkills, equipment); _regionManager = regionManager; entityRenderer = new ServerPlayerEntityRenderer(this, npcManager); this.groundItemManager = groundItemManager; CurrentDialogue = new PlayerDialogue() { nextStageId = -1 }; SubscribePacketListener(); this.password = password; peer.Tag = this; AssociatedPeer = peer; NetworkState = new PlayerState { Id = (byte)peer.Id }; }
public ServerPlayer(ServerPlayerManager playerManager, string name, NetPeer peer) : base(playerManager, name, (byte)peer.Id) { _playerManager = playerManager; peer.Tag = this; AssociatedPeer = peer; NetworkState = new PlayerState { Id = (byte)peer.Id }; }
private void Awake() { DontDestroyOnLoad(gameObject); _logicTimer = new LogicTimer(OnLogicUpdate); _packetProcessor = new NetPacketProcessor(); _playerManager = new ServerPlayerManager(this); //register auto serializable vector2 _packetProcessor.RegisterNestedType((w, v) => w.Put(v), r => r.GetVector2()); //register auto serializable PlayerState _packetProcessor.RegisterNestedType <PlayerState>(); _packetProcessor.SubscribeReusable <JoinPacket, NetPeer>(OnJoinReceived); _netManager = new NetManager(this) { AutoRecycle = true }; }