protected virtual void SendMessage(IMessage msg) { switch (msg.TypeMessage) { case TypesMessage.ChoiceWeapon: Received_ChoiceWeapon?.Invoke(msg); break; case TypesMessage.GamerDied: Received_GamerDied?.Invoke(msg); break; case TypesMessage.GotDamage: Received_GotDamage?.Invoke(msg); break; case TypesMessage.GoTo: Received_GoTo?.Invoke(msg); break; case TypesMessage.MakeShot: Received_MakeShot?.Invoke(msg); break; case TypesMessage.PlayerTurn: Received_PlayerTurn?.Invoke(msg); break; case TypesMessage.MakeReloadWeapon: Received_MakeReloadWeapon?.Invoke(msg); break; case TypesMessage.TryPickUp: Received_TryPickUp?.Invoke(msg); break; case TypesMessage.DeletedInMap: Received_DeletedInMap?.Invoke(msg); break; case TypesMessage.TimeQuantPassed: Received_TimeQuantPassed?.Invoke(msg); break; case TypesMessage.AddWeapon: Received_AddWeapon?.Invoke(msg); break; case TypesMessage.MakedKill: Received_MakedKill?.Invoke(msg); break; } }
public void Update_ChoiceWeapon(IMessage msg) { Received_ChoiceWeapon.Invoke(msg); }