public ServerYouConnectedTransferMessage AddUnit( int unitId, UnitUtils.UnitType unitType, int visionRange, int moveRange, int attackDamage, int attackDistance, bool attackFriendlyFire, int attackRadius, int hp, int maxHp) { var unit = UnitSubMessage.Create(); unit.UnitId = unitId; unit.UnitType = unitType; unit.VisionRange = visionRange; unit.MoveRange = moveRange; unit.AttackDamage = attackDamage; unit.AttackDistance = attackDistance; unit.AttackFriendlyFire = attackFriendlyFire; unit.AttackRadius = attackRadius; unit.Hp = hp; unit.MaxHp = maxHp; this.UnitsData.Add(unit); return(this); }
public ClientConnectTransferMessage AddUnitType(UnitUtils.UnitType value) { var unit = UnitSubMessage.Create(); unit.UnitType = value; this.UnitsData.Add(unit); return(this); }
public ServerClientConnectedTransferMessage AddUnit(int unitId, UnitUtils.UnitType unitType) { var unitData = UnitSubMessage.Create(); unitData.UnitId = unitId; unitData.UnitType = unitType; this.Units.Add(unitData); return(this); }
public ServerCurrentStateTransferMessage AddUnit(int playerIndex, int unitId, int posX, int posY, int hp) { var unit = UnitSubMessage.Create(); unit.Hp = hp; unit.UnitId = unitId; unit.Position = PointSubMessage.Create(); unit.Position.X = posX; unit.Position.Y = posY; this.Players[playerIndex].Units.Add(unit); return(this); }