protected virtual void OnAfflictionStateChanged(EntityAfflicationStateChangeEventArgs e) { if (AfflictionStateChanged != null) { AfflictionStateChanged(this, e); } }
private void EntityAfflictionStateChanged(object sender, EntityAfflicationStateChangeEventArgs e) { //if (IsLocalPlayer(e.DynamicEntity.DynamicId)) return; //If local player do nothing ? //Handle Affliction change for an entity here if needed //Should "only" trigger visual aspect of it. }
private void _playerEntity_AfflictionStateChanged(object sender, EntityAfflicationStateChangeEventArgs e) { _server.ServerConnection.Send(new EntityAfflictionStateMessage { EntityId = e.DynamicEntity.DynamicId, AfflictionState = e.NewState }); }