Example #1
0
        private void HandlePlayerAttached(PlayerAttachSysMessage msg)
        {
            if (msg.AttachedEntity == null)
            {
                _gameHud.CraftingButtonVisible = false;
                return;
            }

            if (_constructionMenu == null)
            {
                _constructionMenu          = new ConstructionMenu();
                _constructionMenu.OnClose += () => _gameHud.CraftingButtonDown = false;
            }

            _gameHud.CraftingButtonVisible = true;
            _gameHud.CraftingButtonToggled = b =>
            {
                if (b)
                {
                    _constructionMenu.Open();
                }
                else
                {
                    _constructionMenu.Close();
                }
            };
        }
Example #2
0
        private void OnPlayerAttached(PlayerAttachSysMessage ev)
        {
            if (ev.AttachedEntity == null)
            {
                return;
            }

            // This will set a camera in the middle of the arena.
            var camera = EntityManager.SpawnEntity(null, new MapCoordinates(ArenaSize / 2f, ev.AttachedEntity.Transform.MapID));
            var eye    = camera.AddComponent <EyeComponent>();

            eye.Current = true;
            eye.Zoom    = Vector2.One;
        }
Example #3
0
 private void HandlePlayerAttached(PlayerAttachSysMessage message)
 {
     _attachedEntity = message.AttachedEntity;
 }
Example #4
0
 private void OnPlayerAttached(PlayerAttachSysMessage e)
 {
     // The active input context gets reset to "common" when a new player is attached
     // So we have to set it again
     _macroManager.SetActiveMacroSet(_interfaceManager.InterfaceDescriptor.MacroSetDescriptors[0]);
 }