public ProfilePreparationState(IContexts contexts, EClientSessionStates state, EClientSessionStates next) : base(contexts, (int)state, (int)next) { Contexts ctx = (Contexts)contexts; var player = ctx.player.CreateEntity(); player.isFlagSelf = true; player.AddPosition(); player.AddOrientation(0, 0, 0, 0, 0); player.AddCameraObj(); }
public LoadBaseConfigureState(IContexts contexts, EClientSessionStates state, EClientSessionStates next) : base(contexts, (int)state, (int)next) { }
public LoginSuccState(IContexts contexts, EClientSessionStates state, EClientSessionStates next) : base(contexts, (int)state, (int)next) { }
public PreparingPlayerState(IContexts contexts, EClientSessionStates state, EClientSessionStates next) : base(contexts, (int)state, (int)next) { }
public InitUiModuleState(IContexts contexts, EClientSessionStates state, EClientSessionStates next) : base(contexts, (int)state, (int)next) { }
public ClientOptionLoadState(IContexts contexts, EClientSessionStates state, EClientSessionStates next) : base(contexts, (int)state, (int)next) { }
public LoadSceneMapConfig(IContexts contexts, EClientSessionStates state, EClientSessionStates next, bool loadSceneAsap, bool isServer) : base(contexts, (int)state, (int)next) { _loadSceneAsap = loadSceneAsap; _isServer = isServer; }
public RequestSceneInfoState(IContexts contexts, EClientSessionStates state, EClientSessionStates next) : base(contexts, (int)state, (int)next) { }
public LoadSubResourceConfigureState(IContexts contexts, EClientSessionStates stateId, EClientSessionStates nextStateId) : base(contexts, (int)stateId, (int)nextStateId) { }
public WaitSnapshotState(IContexts contexts, EClientSessionStates state, EClientSessionStates next) : base(contexts, (int)state, (int)next) { }
public ProfileState(IContexts contexts, EClientSessionStates state, EClientSessionStates next) : base(contexts, (int)state, (int)next) { }