public VisibleSectorsStrategyRadius(SectorManagerUnity sectorManagerUnity, SectorManager sectorManager, Player player, PlayerUnity playerUnity) { this.sectorManager = sectorManager; this.player = player; this.playerUnity = playerUnity; this.sectorManagerUnity = sectorManagerUnity; }
public void DestroyWorld() { objectsManagerUnity.Clear(); sectorManagerUnity.Clear(); if (world != null) { world.Clear(); world = null; } surroundingsUnity.Clear(); playerUnity = null; System.GC.Collect(System.GC.MaxGeneration, System.GCCollectionMode.Forced); }
public PlayerData(long id, Vector3 pos, byte speed, string nick, PlayerUnity playerUnity, short currentHealth, short maxHealth, short currentMana, short maxMana, bool dead, byte currentOutfitId) { this.id = id; this.pos = pos; this.playerUnity = playerUnity; this.speed = speed; this.nick = nick; inventory = new Inventory(); this.currentHealth = currentHealth; this.maxHealth = maxHealth; this.currentMana = currentMana; this.maxMana = maxMana; this.dead = dead; this.currentOutfitId = currentOutfitId; }