コード例 #1
0
 private static void HandleVesselResponse(VesselsReplyMsgData messageData)
 {
     foreach (var vesselDataKv in messageData.VesselsData)
     {
         HandleVesselProtoData(vesselDataKv.Value, vesselDataKv.Key, 0);
     }
     MainSystem.Singleton.NetworkState = ClientState.VESSELS_SYNCED;
 }
コード例 #2
0
        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;
        }
コード例 #3
0
        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;
        }
コード例 #4
0
        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;
        }