private void ApplyGameState(GameState curState, GameState nextState)
 {
     _mapManager.ApplyGameStatePre(curState.MapData);
     _entities.ApplyEntityStates(curState.EntityStates, curState.EntityDeletions, nextState?.EntityStates);
     _players.ApplyPlayerStates(curState.PlayerStates);
     _mapManager.ApplyGameStatePost(curState.MapData);
 }
Exemple #2
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 private void ApplyGameState(GameState gameState)
 {
     _mapManager.ApplyGameStatePre(gameState.MapData);
     entityManager.ApplyEntityStates(gameState.EntityStates, gameState.EntityDeletions, gameState.GameTime);
     playerManager.ApplyPlayerStates(gameState.PlayerStates);
     _mapManager.ApplyGameStatePost(gameState.MapData);
 }
        private void ApplyGameState(GameState gameState)
        {
            GameStates[gameState.Sequence] = gameState;
            CurrentState = gameState;

            entityManager.ApplyEntityStates(CurrentState.EntityStates, CurrentState.GameTime);
            playerManager.ApplyPlayerStates(CurrentState.PlayerStates);
        }
Exemple #4
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 private void ApplyGameState(GameState gameState)
 {
     entityManager.ApplyEntityStates(gameState.EntityStates, gameState.EntityDeletions, gameState.GameTime);
     playerManager.ApplyPlayerStates(gameState.PlayerStates);
 }