public void PlayerChangedRoom(string playerName, string newRoomPosition) { if (RoomsChecker.roomsDictionary.ContainsKey( RoomsChecker.RoomPositionFromText(newRoomPosition) )) { if (playerInstanceManager.playerInstancesOnScene.ContainsKey(playerName)) { PlayerInstance otherPlayer = playerInstanceManager.playerInstancesOnScene[playerName]; //Se borra al jugador de la habitación, revisando que nosotros no estuvieramos ahi otherPlayer.currentRoom.PlayerLeftRoom( playerInstanceManager.playerInstancesOnScene[playerName], controller); //Se cambia la habitación actual del jugador otherPlayer.currentRoom = RoomsChecker.RoomObjectFromVector( RoomsChecker.RoomPositionFromText(newRoomPosition) ); //Se agrega al jugador a la nueva habitación otherPlayer.currentRoom.PlayerEnteredRoom( playerInstanceManager.playerInstancesOnScene[playerName], controller ); } } }
public void UpdatePlayerInstancesStats(PlayerInstance newPlayer, string[] playerData) { newPlayer.playerName = playerData[0]; Int32.TryParse(playerData[1], out newPlayer.playerUserID); newPlayer.playerGender = playerData[2]; Int32.TryParse(playerData[3], out newPlayer.playerLevel); newPlayer.playerJob = StringsIntoObjectsInator.Instance.JobFromString(playerData[4]); newPlayer.playerRace = StringsIntoObjectsInator.Instance.RaceFromString(playerData[5]); newPlayer.playerState = StringsIntoObjectsInator.Instance.StateFromString(playerData[6]); float.TryParse(playerData[7], out newPlayer.strength); float.TryParse(playerData[8], out newPlayer.intelligence); float.TryParse(playerData[9], out newPlayer.resistance); float.TryParse(playerData[10], out newPlayer.dexterity); float.TryParse(playerData[11], out newPlayer.currentHealth); Int32.TryParse(playerData[12], out newPlayer.currentVisibility); newPlayer.currentRoom = RoomsChecker.RoomObjectFromVector( RoomsChecker.RoomPositionFromText(playerData[13]) ); }