public EntityAttachedEventArgs OnEntityAttached(EntityEntry persisted, NavigationEntry navigation) { EntityAttachedEventArgs args = new EntityAttachedEventArgs { EntityEntry = persisted, ParentNavigationEntry = navigation }; _entityAttached.Raise(this, args); return(args); }
/// <summary> /// Add the character interface master which combines all character interfaces into one window /// </summary> public static void AttachPlayerToEntity(EntityAttachedEventArgs eventArgs) { eventArgs.NewEntity.AddComponent <CharacterInterface>(); }
/// <summary> /// Add the character interface master which combines all character interfaces into one window /// </summary> public void AttachPlayerToEntity(EntityAttachedEventArgs eventArgs) { // TODO This is shitcode. Move this to an entity system, FOR F**K'S SAKE _entityManager.AddComponent <CharacterInterfaceComponent>(eventArgs.NewEntity); }