public void Initialize()
    {
        _networkRelay.Subscribe(Tags.SpawnAI, HandleSpawnAiNetworkedCharacter);
        _networkRelay.Subscribe(Tags.DespawnAI, HandleDespawn);

        _networkRelay.Subscribe(Tags.SpawnCharacter, HandleSpawnCharacter);
        _networkRelay.Subscribe(Tags.DespawnCharacter, HandleDespawn);
        _networkRelay.Subscribe(Tags.PlayerDisconnected, HandleDespawn);
    }
Esempio n. 2
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 public void Initialize()
 {
     _networkRelay.Subscribe(Tags.WeaponChanged, UpdateWeapon);
     _cycle.OnGameEnded += ResetData;
 }
 public void Initialize()
 {
     _relay.Subscribe(Tags.PlayerJoined, HandlePlayerJoined);
     _relay.Subscribe(Tags.PlayerDisconnected, HandlePlayerDisconnected);
     _serverManager.OnServerClosed += ClearData;
 }
Esempio n. 4
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 private void PreInitialize()
 {
     _networkRelay.Subscribe(Tags.SpawnProjectile, HandleMessage);
 }
Esempio n. 5
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 public void Initialize()
 {
     _relay.Subscribe(Tags.ChangeScene, ParseChangeSceneMessage);
 }
 public void Initialize()
 {
     _relay.Subscribe(Tags.ClientReady, HandleReadyMessage);
 }
Esempio n. 7
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 public void Initialize()
 {
     _networkRelay.Subscribe(Tags.UpdateLobby, ParseUpdateLobbyMessage);
 }
Esempio n. 8
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 public void Initialize()
 {
     _networkRelay.Subscribe(Tags.UpdateHealth, HandleMessage);
 }
 public void Initialize()
 {
     _networkRelay.Subscribe(Tags.AssignItem, AddItem);
     _networkRelay.Subscribe(Tags.RemoveItem, RemoveItem);
     _cycle.OnGameEnded += ResetData;
 }
 public void Initialize()
 {
     _relay.Subscribe(Tags.ChangeSceneWithReply, ParseMessage);
 }
Esempio n. 11
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 public void Initialize()
 {
     _relay.Subscribe(Tags.LevelGraph, HandleLevelGraphChanged);
 }
 private void PreInitialize()
 {
     _networkRelay.Subscribe(Tags.DisposeCharacter, HandleMessage);
 }
Esempio n. 13
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 public void Initialize()
 {
     _networkRelay.Subscribe(Tags.PlayerDisconnected, HandleDisconnected);
 }
 public void Initialize()
 {
     _relay.Subscribe(Tags.PlayerJoined, HandlePlayerJoined);
     _relay.Subscribe(Tags.RequestUpdateLobby, HandleRequestUpdateLobby);
     _relay.Subscribe(Tags.IsPlayerReady, HandleIsPlayerReady);
 }
Esempio n. 15
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 private void PreInitialize()
 {
     _networkRelay.Subscribe(Tags.DeathRequest, HandleMessage);
 }
 public void Initialize()
 {
     _networkRelay.Subscribe(Tags.SpawnPickup, HandleMessage);
 }
 public void Initialize()
 {
     _relay.Subscribe(Tags.PlayerJoined, HandleHostJoined);
 }
Esempio n. 18
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 private void PreInitialize()
 {
     _networkRelay.Subscribe(Tags.AssignItem, HandleMessage);
 }
 public void Initialize()
 {
     _networkRelay.Subscribe(Tags.WeaponChanged, HandleWeaponChanged);
 }
Esempio n. 20
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 private void PreInitialize()
 {
     _networkRelay.Subscribe(Tags.DespawnPickup, HandleMessage);
 }
Esempio n. 21
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 public void Initialize()
 {
     _networkRelay.Subscribe(Tags.UpdateGameState, UpdateGameEndMessage);
 }
Esempio n. 22
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 public void Initialize()
 {
     _networkRelay.Subscribe(Tags.TakeDamage, ParseMessage);
 }
Esempio n. 23
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 public void Initialize()
 {
     _networkRelay.Subscribe(Tags.OpenDoorsMessage, HandleOpenDoors);
     _networkRelay.Subscribe(Tags.CloseDoorsMessage, HandleCloseDoors);
 }
Esempio n. 24
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 public void Initialize()
 {
     _networkRelay.Subscribe(Tags.RequestSpawnPickup, HandleRequest);
 }