public override void ClientDeinitialize(ICharacter character) { if (character.IsCurrentClientCharacter) { // reset game BootstrapperClientGame.Init(null); } }
public override void ClientDeinitialize(ICharacter character) { if (character.IsCurrentClientCharacter) { // reset BootstrapperClientGame.Init(null); EditorActiveToolManager.Deactivate(); } }
public override void ClientDeinitialize(ICharacter character) { if (character.IsCurrentClientCharacter) { // reset game BootstrapperClientGame.Init(null); WindowRespawn.EnsureClosed(); } }
protected override void ClientInitialize(ClientInitializeData data) { var character = data.GameObject; if (!character.IsCurrentClientCharacter) { return; } BootstrapperClientGame.Init(character); character.ClientSceneObject .AddComponent <ComponentPlayerInputUpdater>() .Setup(character); ClientPostEffectsManager.IsPostEffectsEnabled = false; //ClientTileBlendHelper.IsBlendingEnabled = false; ClientTileDecalHelper.IsDecalsEnabled = false; }
private void ClientInitializeCurrentCharacter(ClientInitializeData data) { var character = data.GameObject; var privateState = data.PrivateState; var publicState = data.PublicState; this.ServerRebuildFinalCacheIfNeeded(privateState, publicState); var sceneObject = character.ClientSceneObject; sceneObject .AddComponent <ComponentPlayerInputUpdater>() .Setup(character); sceneObject .AddComponent <ComponentAmbientSoundManager>(); BootstrapperClientGame.Init(character); // add current public action progress display/watcher sceneObject .AddComponent <ClientComponentActionWithProgressWatcher>() .Setup(privateState); // add skills watcher sceneObject .AddComponent <ClientComponentSkillsWatcher>() .Setup(privateState); // add technologies watcher sceneObject .AddComponent <ClientComponentTechnologiesWatcher>() .Setup(privateState); CurrentCharacterInputHistory.Instance.Clear(); this.CallServer(_ => _.ServerRemote_ResetLastInputAck()); // re-select hotbar slot SharedSelectHotbarSlotId(character, privateState.SelectedHotbarSlotId, isByPlayer: false); WindowRespawn.EnsureClosed(); }