/// <summary> /// Starts the internal tick system, and begins running game logic. /// </summary> public static void StartGame() { if (World.Mode == EngineMode.ServerOnly) { foreach (KeyValuePair <Guid, System.Net.Sockets.Socket> item in ServerSendRecieve.TCPServer.PlayerToSocket) { if (!WorldUtil.PlayerHasCharacter(item.Key)) { WorldUtil.SpawnRandomCharacter(item.Key, 0); WorldUtil.SpawnRandomCharacter(item.Key, 0); WorldUtil.SpawnRandomCharacter(item.Key, 0); } } } if (World.Mode == EngineMode.ServerAndClient) { if (!WorldUtil.PlayerHasCharacter(SettingsManager.PlayerSettings.Settings.PlayerID)) { WorldUtil.SpawnRandomCharacter(SettingsManager.PlayerSettings.Settings.PlayerID, 0); WorldUtil.SpawnRandomCharacter(SettingsManager.PlayerSettings.Settings.PlayerID, 0); WorldUtil.SpawnRandomCharacter(SettingsManager.PlayerSettings.Settings.PlayerID, 0); } } }
/// <summary> /// Starts the internal tick system, and begins running game logic. /// </summary> public static void StartGame() { foreach (KeyValuePair <Guid, JobSystem.JobSystem> item in JobSystem.JobSystemManager.Manager.PlayerToJobSystem) { if (item.Value.Idle.Count == 0 && item.Value.Busy.Count == 0) { //Spawns a creature in the default dimension (0). WorldUtil.SpawnRandomCharacter(item.Key, 0); } } SetupTick(); }
/// <summary> /// Starts the internal tick system, and begins running game logic. /// </summary> public static void StartGame() { if (World.Mode == EngineMode.ServerOnly) { foreach (KeyValuePair <Guid, System.Net.Sockets.Socket> item in ServerSendRecieve.TCPServer.PlayerToSocket) { WorldUtil.SpawnRandomCharacter(item.Key, 0); WorldUtil.SpawnRandomCharacter(item.Key, 0); WorldUtil.SpawnRandomCharacter(item.Key, 0); } } if (World.Mode == EngineMode.ServerAndClient) { WorldUtil.SpawnRandomCharacter(Player.Default.PlayerID, 0); WorldUtil.SpawnRandomCharacter(Player.Default.PlayerID, 0); WorldUtil.SpawnRandomCharacter(Player.Default.PlayerID, 0); } SetupTick(); }