public WorldBase() { #if Client TickSystem.AddTick(this); #elif Server Server.Tick += Tick; #endif }
public Entity() { #if Client TickSystem.AddTick(this); #elif Server Server.Tick += Tick; #endif transform = new Transform(); OnConstruc(); Debug.Log("Entity Creator1"); }
/// <summary> /// this is for network, instance entity and setup netview /// </summary> /// <param name="entity"></param> public Entity(NetViewSerializer entity) { #if Client TickSystem.AddTick(this); #elif Server Server.Tick += Tick; #endif transform = new Transform(); transform.Position = new Vector3(entity.p_x, entity.p_y, entity.p_z); transform.Rotation = new Quaternion(entity.r_x, entity.r_y, entity.r_z, 0); SetUpNet(entity.ViewID, entity.Owner, NetDeliveryMethod.Unreliable); OnConstruc(); Debug.Log("Entity Creator2"); }
public Chunk(Vector3 position) { transform = new Transform(); System.Random rand = new System.Random(); transform.Position = position; blocks = new Block[MidleWorld.ChunkSize, MidleWorld.ChunkSize]; LockActionUpdateMEsh = new object(); FirstChunkPopulation = true; double a = rand.NextDouble(); double b = rand.NextDouble(); ChunkSeed = transform.Position.X * a + transform.Position.Z * b + 0; TickSystem.AddTick(this); PopulateVoxel(); }