static void OnIdentityCreated(ref IdentityCreatedMsg msg, MyNetworkClient sender) { var identity = Sync.Players.CreateNewIdentity(msg.DisplayName, msg.IdentityId, model: null); if (msg.IsNPC) Sync.Players.MarkIdentityAsNPC(identity.IdentityId); }
static void OnIdentityCreated(ref IdentityCreatedMsg msg, MyNetworkClient sender) { if (msg.IsNPC) { Sync.Players.CreateNewNpcIdentity(msg.DisplayName); } else { Sync.Players.CreateNewIdentity(msg.DisplayName, msg.IdentityId, model: null); } }
private void AfterCreateIdentity(MyIdentity identity, bool addToNpcs = false) { if (addToNpcs) { MarkIdentityAsNPC(identity.IdentityId); } m_allIdentities.Add(identity.IdentityId, identity); if (Sync.IsServer) { IdentityCreatedMsg msg = new IdentityCreatedMsg(); msg.IsNPC = addToNpcs; msg.IdentityId = identity.IdentityId; msg.DisplayName = identity.DisplayName; msg.Model = identity.Model; Sync.Layer.SendMessageToAll(ref msg); } }
private void AfterCreateIdentity(MyIdentity identity, bool addToNpcs = false) { if (addToNpcs) { MarkIdentityAsNPC(identity.IdentityId); } m_allIdentities.Add(identity.IdentityId, identity); identity.CharacterChanged += Identity_CharacterChanged; if (identity.Character != null) { identity.Character.CharacterDied += Character_CharacterDied; } if (Sync.IsServer) { IdentityCreatedMsg msg = new IdentityCreatedMsg(); msg.IsNPC = addToNpcs; msg.IdentityId = identity.IdentityId; msg.DisplayName = identity.DisplayName; msg.Model = identity.Model; Sync.Layer.SendMessageToAll(ref msg); } var handler = IdentitiesChanged; if (handler != null) handler(); }