public virtual void SendState(NewPackets.EntityUpdate statePacket = default) { statePacket.unitIndex = _context.ownerID; statePacket.unitType = Type; statePacket.hidden = Hidden; statePacket.dead = Dead; statePacket.position = CurrentPosition; statePacket.health = HealthPoints; statePacket.healthCapacity = HealthCapacity; for (int i = 1; i < _context.gameManager.PlayerFactions.Count; i++) { if (_context.gameManager.PlayerFactions[i].Territory.Contains(CurrentPosition)) { if (!Cloaked || InFaction(i) || InFaction(0)) // Send only if not cloaked or i is own faction { _context.gameManager.Send( (byte)_context.factionID, NewPackets.PacketType.UpdateEntity, statePacket.ByteArray(), _context.gameManager.PlayerFactions[i].FactionClient); } } } }
public virtual void BroadcastState(NewPackets.EntityUpdate statePacket = default) { statePacket.unitIndex = _context.ownerID; statePacket.unitType = Type; statePacket.hidden = Hidden; statePacket.dead = Dead; statePacket.position = CurrentPosition; statePacket.health = HealthPoints; statePacket.healthCapacity = HealthCapacity; _context.gameManager.Broadcast( (byte)_context.factionID, NewPackets.PacketType.UpdateEntity, statePacket.ByteArray()); }
public override void BroadcastState(NewPackets.EntityUpdate statePacket = default) { statePacket.moveSpeed = _moveSpeed; statePacket.carryCapacity = _inventorySize; List <byte> invRep = new List <byte>(); foreach (Entity item in _inventory) { invRep.Add(item.Type); } statePacket.inventory = invRep; if (_attackTarget != null) { statePacket.attacking = true; } statePacket.attackDamage = _attackDamage; statePacket.attackRange = _attackRange; base.BroadcastState(statePacket); }
public override void BroadcastState(NewPackets.EntityUpdate statePacket = default) { statePacket.status = _status; base.BroadcastState(statePacket); }
public override void SendState(NewPackets.EntityUpdate statePacket = default) { statePacket.status = _status; base.SendState(statePacket); }
public override void SendState(NewPackets.EntityUpdate statePacket = default(NewPackets.EntityUpdate)) { base.BroadcastState(statePacket); }