private ClientResolutionAction MakeResolutionAction( MovementNode node, Barrier barrier, GameObject sequenceToPlay, Dictionary <ActorData, ClientActorHitResults> actorToHitResults) { SequenceSource seqSource = new SequenceSource(null, null, ArtemisServerResolutionManager.Get().NextSeqSourceRootID, true); ServerClientUtils.SequenceStartData seqStart = new ServerClientUtils.SequenceStartData( sequenceToPlay, node.pathInfo.square, new ActorData[] { node.actor }, barrier.Caster, seqSource); ClientBarrierResults barrierResults = new ClientBarrierResults( barrier.m_guid, barrier.Caster, actorToHitResults, new Dictionary <Vector3, ClientPositionHitResults>()); ClientMovementResults movementResults = new ClientMovementResults( node.actor, node.pathInfo, new List <ServerClientUtils.SequenceStartData> { seqStart }, null, barrierResults, null, null); return(new ClientResolutionAction(ResolutionActionType.BarrierOnMove, null, null, movementResults)); }
public ClientResolutionAction( ResolutionActionType type, ClientAbilityResults abilityResults, ClientEffectResults effectResults, ClientMovementResults moveResults) { m_type = type; m_abilityResults = abilityResults; m_effectResults = effectResults; m_moveResults = moveResults; }