protected override void retrieve()
    {
        networkPlayers = networkTrainsStorage.Get();
        networkTrainsStorage.Delete();

        trains = networkPlayers.Select(p => p.Train);
    }
Esempio n. 2
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    protected override void retrieve()
    {
        string trainName = selectedTrainStorage.Get();

        selectedTrainStorage.Delete();

        train = retrieve(trainName);
    }
Esempio n. 3
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    void Start()
    {
        gui          = new GuiManager();
        movements    = new List <MovementManager>();
        timeCounters = new List <TimeCounter>();

        GameStorage <NetworkEntityPlaying> networkEntityPlayingStorage = GameStorageKeys.NetworkEntityPlaying;

        if (networkEntityPlayingStorage.Exists())
        {
            network = networkEntityPlayingStorage.Get();
            networkEntityPlayingStorage.Delete();
            network.LocalMapLoaded();
        }

        input = new InputManager(NextStationSelector, network);

        GuiPlayersPointsElement playersPoints = new GuiPlayersPointsElement();

        gui.AddElement(playersPoints);

        LocalTrainSetuper localTrainSetuper = TrainSetuperFactory.On(this.gameObject).Local();

        localTrainSetuper.Setup();
        Train train = localTrainSetuper.Get();

        movements.Add(getMovementFor(train, isLocalTrain: true, networkPlayer: null, playersPoints: playersPoints, network: network));

        NetworkTrainSetuper networkTrainSetuper = TrainSetuperFactory.On(this.gameObject).Network();

        networkTrainSetuper.Setup();
        NetworkTrainPlayer[] networkPlayers = networkTrainSetuper.Get();
        foreach (NetworkTrainPlayer networkPlayer in networkPlayers)
        {
            movements.Add(getMovementFor(networkPlayer.Train, isLocalTrain: false, networkPlayer: networkPlayer, playersPoints: playersPoints, network: network));
        }
    }