private void CreatePlayer(byte[] data) { var i = BitConverter.ToInt32(data, 0); OnPlayerCreated?.Invoke(i); Server.WriteLine($"Player created with ID: {i}"); }
public override void Register(Owner owner) { base.Register(owner); owner.Resources = (InternalResources)PlayerStartingResources.Clone(); OnPlayerCreated?.Invoke(owner); }
public void AddOrUpdatePlayer(Player player) { var existing = Players.FirstOrDefault((p) => p.Id == player.Id); if (existing != null) { existing.Name = player.Name; OnPlayerUpdated?.Invoke( this, new PlayerEventArgs { EventType = "player-updated", Player = existing } ); } else { player.Score = 0; Players.Add(player); OnPlayerCreated?.Invoke( this, new PlayerEventArgs { EventType = "player-created", Player = player } ); } }
public T CreatePlayer <T>(string playerName, int controllerId) where T : PinouPlayer, new() { T newPlayer = new T(); newPlayer.Construct(GetFirstPlayerIDAvailable(), playerName, controllerId); _players.Add(newPlayer); OnPlayerCreated.Invoke(newPlayer); return(newPlayer); }
//Creates a player from a prefab and spawns a ship, starting characters and adds them to controllers private void CreateHumanPlayer() { Ship newShip = Instantiate(playerStarterShip); newShip.transform.SetParent(shipTransform); worldGrid.AddUnit(newShip, worldController.PlayerSpawnPosition, HexDirectionExtension.ReturnRandomDirection(), true); combatSystem.managementMap = playerStartingGridMap; Player newPlayer = new Player(newShip, true, playerCrewSimulation); MapTurnSystem.instance.AddPlayerToFirstPositionInTurnOrder(newPlayer); HexGridController.player = newPlayer; newPlayer.PlayerData.NextBountyChange = setupData.difficultySettings.bountyChanges; for (int i = 0; i < startingCharacters.Length; i++) { HexGridController.SpawnCharacterForPlayerCrew(startingCharacters[i]); } OnPlayerCreated?.Invoke(newPlayer); }
public virtual void RegisterEntity(Entity ent) { SubscribeToEntityEvents(ent); switch (ent.Team) { case EntityTeam.Players: players.Add(ent); OnPlayerCreated.Invoke(ent); break; case EntityTeam.Allies: allies.Add(ent); break; case EntityTeam.Enemies: enemies.Add(ent); OnEnemyCreated.Invoke(ent); break; } OnEntityCreated.Invoke(ent); }
void Awake() { Initialize(); OnPlayerCreated?.Invoke(this); }
void Start() { OnPlayerCreated?.Invoke(); }
public void InvokePlayerCreated(GunClasses gunClass) { OnPlayerCreated?.Invoke(gunClass); }