public void Initialize() { _networkRelay.Subscribe(Tags.SpawnAI, HandleSpawnAiNetworkedCharacter); _networkRelay.Subscribe(Tags.DespawnAI, HandleDespawn); _networkRelay.Subscribe(Tags.SpawnCharacter, HandleSpawnCharacter); _networkRelay.Subscribe(Tags.DespawnCharacter, HandleDespawn); _networkRelay.Subscribe(Tags.PlayerDisconnected, HandleDespawn); }
public void Initialize() { _networkRelay.Subscribe(Tags.WeaponChanged, UpdateWeapon); _cycle.OnGameEnded += ResetData; }
public void Initialize() { _relay.Subscribe(Tags.PlayerJoined, HandlePlayerJoined); _relay.Subscribe(Tags.PlayerDisconnected, HandlePlayerDisconnected); _serverManager.OnServerClosed += ClearData; }
private void PreInitialize() { _networkRelay.Subscribe(Tags.SpawnProjectile, HandleMessage); }
public void Initialize() { _relay.Subscribe(Tags.ChangeScene, ParseChangeSceneMessage); }
public void Initialize() { _relay.Subscribe(Tags.ClientReady, HandleReadyMessage); }
public void Initialize() { _networkRelay.Subscribe(Tags.UpdateLobby, ParseUpdateLobbyMessage); }
public void Initialize() { _networkRelay.Subscribe(Tags.UpdateHealth, HandleMessage); }
public void Initialize() { _networkRelay.Subscribe(Tags.AssignItem, AddItem); _networkRelay.Subscribe(Tags.RemoveItem, RemoveItem); _cycle.OnGameEnded += ResetData; }
public void Initialize() { _relay.Subscribe(Tags.ChangeSceneWithReply, ParseMessage); }
public void Initialize() { _relay.Subscribe(Tags.LevelGraph, HandleLevelGraphChanged); }
private void PreInitialize() { _networkRelay.Subscribe(Tags.DisposeCharacter, HandleMessage); }
public void Initialize() { _networkRelay.Subscribe(Tags.PlayerDisconnected, HandleDisconnected); }
public void Initialize() { _relay.Subscribe(Tags.PlayerJoined, HandlePlayerJoined); _relay.Subscribe(Tags.RequestUpdateLobby, HandleRequestUpdateLobby); _relay.Subscribe(Tags.IsPlayerReady, HandleIsPlayerReady); }
private void PreInitialize() { _networkRelay.Subscribe(Tags.DeathRequest, HandleMessage); }
public void Initialize() { _networkRelay.Subscribe(Tags.SpawnPickup, HandleMessage); }
public void Initialize() { _relay.Subscribe(Tags.PlayerJoined, HandleHostJoined); }
private void PreInitialize() { _networkRelay.Subscribe(Tags.AssignItem, HandleMessage); }
public void Initialize() { _networkRelay.Subscribe(Tags.WeaponChanged, HandleWeaponChanged); }
private void PreInitialize() { _networkRelay.Subscribe(Tags.DespawnPickup, HandleMessage); }
public void Initialize() { _networkRelay.Subscribe(Tags.UpdateGameState, UpdateGameEndMessage); }
public void Initialize() { _networkRelay.Subscribe(Tags.TakeDamage, ParseMessage); }
public void Initialize() { _networkRelay.Subscribe(Tags.OpenDoorsMessage, HandleOpenDoors); _networkRelay.Subscribe(Tags.CloseDoorsMessage, HandleCloseDoors); }
public void Initialize() { _networkRelay.Subscribe(Tags.RequestSpawnPickup, HandleRequest); }