private void ApplyLogic(GameState s, float dt, DevCommandSpawn c) { // Multiple Spawn Events SpawnUnitEvent e = new SpawnUnitEvent(c.TeamIndex, c.UnitIndex, new Vector2(c.X, c.Z)); for (int i = 0; i < c.Count; i++) { ApplyInput(s, dt, e); } }
// Dev Callback public void OnDevCommand(string s) { DevCommand c; if (DevCommandSpawn.TryParse(s, out c)) { commands.Enqueue(c); return; } else if (DevCommandStopMotion.TryParse(s, out c)) { commands.Enqueue(c); return; } else if (DevCommandKillUnits.TryParse(s, out c)) { commands.Enqueue(c); return; } else if (DevCommandKillBuildings.TryParse(s, out c)) { commands.Enqueue(c); return; } else if (DevCommandFOW.TryParse(s, out c)) { commands.Enqueue(c); return; } else if (DevCommandSave.TryParse(s, out c)) { commands.Enqueue(c); return; } else if (DevCommandCapital.TryParse(s, out c)) { commands.Enqueue(c); return; } }