private void HandlePlayerAttached(PlayerAttachSysMessage msg) { if (msg.AttachedEntity == null) { _gameHud.CraftingButtonVisible = false; return; } if (_constructionMenu == null) { _constructionMenu = new ConstructionMenu(); _constructionMenu.OnClose += () => _gameHud.CraftingButtonDown = false; } _gameHud.CraftingButtonVisible = true; _gameHud.CraftingButtonToggled = b => { if (b) { _constructionMenu.Open(); } else { _constructionMenu.Close(); } }; }
private void OnPlayerAttached(PlayerAttachSysMessage ev) { if (ev.AttachedEntity == null) { return; } // This will set a camera in the middle of the arena. var camera = EntityManager.SpawnEntity(null, new MapCoordinates(ArenaSize / 2f, ev.AttachedEntity.Transform.MapID)); var eye = camera.AddComponent <EyeComponent>(); eye.Current = true; eye.Zoom = Vector2.One; }
private void HandlePlayerAttached(PlayerAttachSysMessage message) { _attachedEntity = message.AttachedEntity; }
private void OnPlayerAttached(PlayerAttachSysMessage e) { // The active input context gets reset to "common" when a new player is attached // So we have to set it again _macroManager.SetActiveMacroSet(_interfaceManager.InterfaceDescriptor.MacroSetDescriptors[0]); }