internal static void Internal_OnActorEvent(ActorEventType eventType, Actor a, Actor b) { switch (eventType) { case ActorEventType.Spawned: ActorSpawned?.Invoke(a); break; case ActorEventType.Deleted: ActorDeleted?.Invoke(a); break; case ActorEventType.ParentChanged: ActorParentChanged?.Invoke(a, b); break; case ActorEventType.OrderInParentChanged: ActorOrderInParentChanged?.Invoke(a); break; case ActorEventType.NameChanged: ActorNameChanged?.Invoke(a); break; case ActorEventType.ActiveChanged: ActorActiveChanged?.Invoke(a); break; } }
public static Offset<ActorEventData> CreateActorEventData(FlatBufferBuilder builder, ActorEventType type = (ActorEventType)0, int time = 0) { builder.StartObject(2); ActorEventData.AddTime(builder, time); ActorEventData.AddType(builder, type); return ActorEventData.EndActorEventData(builder); }
public static Offset <ActorEventData> CreateActorEventData(FlatBufferBuilder builder, ActorEventType type = (ActorEventType)0, int time = 0) { builder.StartObject(2); ActorEventData.AddTime(builder, time); ActorEventData.AddType(builder, type); return(ActorEventData.EndActorEventData(builder)); }
public static void AddType(FlatBufferBuilder builder, ActorEventType type) { builder.AddSbyte(0, (sbyte)(type), 0); }
public ActorEvent(Actor source, Actor victim, ActorEventType aetype) { this.source = source; this.victim = victim; this.aetype = aetype; }
public static Rule GetGameRule(ActorEventType aetype) { return(genericRules[(int)aetype]); }