/// <summary>Restore the entity's state to that of the snapshot</summary> public virtual void RestoreSnapshot(IStatefulSnapshot snapshot) { var dynamicSnapshot = (DynamicEntitySnapshot)snapshot; _enabled = dynamicSnapshot.Enabled; _position.X = dynamicSnapshot.Position.X; _position.Y = dynamicSnapshot.Position.Y; _motion.X = dynamicSnapshot.Motion.X; _motion.Y = dynamicSnapshot.Motion.Y; }
/// <summary>Take a snapshot of the entity's state</summary> public virtual void UpdateSnapshot(IStatefulSnapshot snapshot) { var dynamicSnapshot = (DynamicEntitySnapshot)snapshot; dynamicSnapshot.Enabled = _enabled; dynamicSnapshot.Position.X = _position.X; dynamicSnapshot.Position.Y = _position.Y; dynamicSnapshot.Motion.X = _motion.X; dynamicSnapshot.Motion.Y = _motion.Y; }
public virtual void RestoreSnapshot(IStatefulSnapshot snapshot) { var binarySnapshot = (BinaryStateEntityEntitySnapshot)snapshot; _state = binarySnapshot.State; }
public virtual void UpdateSnapshot(IStatefulSnapshot snapshot) { var binarySnapshot = (BinaryStateEntityEntitySnapshot)snapshot; binarySnapshot.State = _state; }
public override void RestoreSnapshot(IStatefulSnapshot snapshot) { base.RestoreSnapshot(snapshot); var playerSnapshot = (PlayerEntitySnapshot)snapshot; }
public override void RestoreSnapshot(IStatefulSnapshot snapshot) { base.RestoreSnapshot(snapshot); _desiredState = State; }