SendMessage() private method

private SendMessage ( RoomMessageDefine id, object msg ) : void
id RoomMessageDefine
msg object
return void
コード例 #1
0
 public void NotifyObservers(RoomMessageDefine id, object msg)
 {
     if (null != m_Observers)
     {
         IList <Observer> observers = m_Observers;
         for (int i = 0; i < observers.Count; ++i)
         {
             Observer observer = observers[i];
             if (null != observer && !observer.IsIdle)
             {
                 observer.SendMessage(id, msg);
             }
         }
     }
 }
コード例 #2
0
ファイル: Scene.cs プロジェクト: xmshaka/CSharpGameFramework
 public void SyncForNewObserver(Observer observer)
 {
     if (null != observer)
     {
         RoomUserManager roomUserMgr = GetRoomUserManager();
         if (null != roomUserMgr && null != roomUserMgr.ActiveScene)
         {
             //同步场景数据给观察者
             for (LinkedListNode <EntityInfo> linkNode = EntityManager.Entities.FirstValue; null != linkNode; linkNode = linkNode.Next)
             {
                 EntityInfo npc = linkNode.Value;
                 if (null != npc)
                 {
                     Msg_RC_CreateNpc bder = DataSyncUtility.BuildCreateNpcMessage(npc);
                     observer.SendMessage(RoomMessageDefine.Msg_RC_CreateNpc, bder);
                 }
             }
         }
     }
 }
コード例 #3
0
 internal void SyncForNewObserver(Observer observer)
 {
     if (null != observer) {
         Room room = GetRoom();
         if (null != room && null != room.ActiveScene) {
             //同步场景数据给观察者
             for (LinkedListNode<EntityInfo> linkNode = EntityManager.Entities.FirstValue; null != linkNode; linkNode = linkNode.Next) {
                 EntityInfo npc = linkNode.Value;
                 if (null != npc) {
                     Msg_RC_CreateNpc bder = DataSyncUtility.BuildCreateNpcMessage(npc);
                     observer.SendMessage(RoomMessageDefine.Msg_RC_CreateNpc, bder);
                 }
             }
         }
     }
 }