public bool Execute(EventBase e) { PlayerStateEvent ps = (PlayerStateEvent)e; //Debug.Log("ID: " + ps.state.id + ", position: "+ ps.state.position); foreach (PlayerState state in ps.states) { m_manager.EnqueueState(state); } return(true); }
public void SendStatesToPlayer(int playerConnectionId) { PlayerStateEvent e = new PlayerStateEvent(); foreach (var kvp in m_players) { PlayerPawn pawn = kvp.Value; PlayerState ps = new PlayerState(); ps.id = pawn.Id; ps.power = pawn.Power; ps.SetHealthDirty(true); ps.position = pawn.Position; ps.SetPositionDirty(true); e.states.Add(ps); } Network.Server.Send(e, playerConnectionId); }
public EventType GetEventType() { return((EventType)PlayerStateEvent.GetStaticId()); }
public override byte GetId() { //return InputEvent.GetStaticId(); return(PlayerStateEvent.GetStaticId()); }