public void SetMapInstance(MapPacket packet) { _mapInstance = new MapInstance(packet); for (int i = 0; i < MapEventEntities.Count; i++) { MapEventEntities[i].Destroy(); } MapEventEntities.Clear(); // // DESTROY players here (when they are in the map packet) // for (int i = 0; i < EnemyEntites.Count; i++) { EnemyEntites[i].Destroy(); } EnemyEntites.Clear(); for (int i = 0; i < ProjectileEntites.Count; i++) { ProjectileEntites[i].Destroy(); } ProjectileEntites.Clear(); for (int i = 0; i < MapItemEntities.Count; i++) { MapItemEntities[i].Destroy(); } MapItemEntities.Clear(); _mapDataChanged = true; }
//public void AddMapPlayer() public void AddMapEnemy(MapEnemy mapEnemy, bool addToMap = true) { Entity entity = Entity.CreateInstance(GameState.Instance.EntityManager); entity.GetTransform().Parent = this.Parent.GetTransform(); new MapEnemyComponent(entity, mapEnemy); EnemyEntites.Add(entity); if (addToMap) { _mapInstance.AddMapEnemy(mapEnemy); } }