private static void HandleVesselResponse(VesselsReplyMsgData messageData) { foreach (var vesselDataKv in messageData.VesselsData) { HandleVesselProtoData(vesselDataKv.Value, vesselDataKv.Key, 0); } MainSystem.Singleton.NetworkState = ClientState.VESSELS_SYNCED; }
private static void HandleVesselResponse(VesselsReplyMsgData messageData) { foreach (var vesselDataKv in messageData.VesselsData) { HandleVesselProtoData(vesselDataKv.Value, new Guid(vesselDataKv.Key)); } SystemsContainer.Get <MainSystem>().NetworkState = ClientState.VesselsSynced; }
private static void HandleVesselResponse(VesselsReplyMsgData messageData) { foreach (var vesselDataKv in messageData.VesselsData) { if (!SystemsContainer.Get <VesselRemoveSystem>().VesselWillBeKilled(vesselDataKv.Key)) { System.HandleVesselProtoData(vesselDataKv.Value, vesselDataKv.Key); } } MainSystem.NetworkState = ClientState.VesselsSynced; }
private static void HandleVesselResponse(VesselsReplyMsgData messageData) { //We read the vessels syncronously so when we start the game we have the dictionary of all the vessels already loaded for (var i = 0; i < messageData.VesselsCount; i++) { if (!SystemsContainer.Get <VesselRemoveSystem>().VesselWillBeKilled(messageData.VesselsData[i].VesselId)) { VesselsProtoStore.HandleVesselProtoData(messageData.VesselsData[i].Data, messageData.VesselsData[i].NumBytes, messageData.VesselsData[i].VesselId); } } MainSystem.NetworkState = ClientState.VesselsSynced; }