private void GameStartedSetup() { _entityManager.Startup(); _mapManager.Startup(); _timing.ResetSimTime(); _timing.Paused = false; }
/// <summary> /// Player session is fully built, player is an active member of the server. Player is prepared to start /// receiving states when they join the lobby. /// </summary> /// <param name="session">Session of the player.</param> private void OnPlayerJoinedServer(IPlayerSession session) { DebugTools.Assert(RunLevel < ClientRunLevel.Connected); OnRunLevelChanged(ClientRunLevel.Connected); _entityManager.Startup(); _mapManager.Startup(); PlayerJoinedServer?.Invoke(this, new PlayerEventArgs(session)); }