public EyeStateEntry(GameStateEntry entry) { /*if (entry.Players.Radiant != null && * entry.Players.Dire != null && * entry.Heroes.Radiant != null && * entry.Heroes.Dire != null && * entry.Abilities.Radiant != null && * entry.Abilities.Dire != null && * entry.Items.Radiant != null && * entry.Items.Dire != null) * { * if (Members != null) * Members.Update(entry.Players, entry.Heroes, entry.Abilities, entry.Items); * else * Members = new Members(); * }*/ Members = new Members(entry.Players, entry.Heroes, entry.Abilities, entry.Items); Buildings = entry.Buildings; Map = entry.Map; Draft = entry.Draft; Provider = entry.Provider; Auth = entry.Auth; if (entry.Previously != null) { Previously = new EyeStateEntry(entry.Previously); } }
protected virtual void OnEntryUpdated(EyeStateEntry entry) { EntryUpdated?.Invoke(this, entry); }
private void GameStateDataReceived(object sender, GameStateEntry entry) { _currentStateEntry = new EyeStateEntry(entry); OnEntryUpdated(_currentStateEntry); }