private void OnPlayerUpdate(ComponentUpdateOp <Automaton.Player.Player> op) { if (op.EntityId != _entityId) { return; } IComponentUpdate <Automaton.Player.Player> update = op.Update; Automaton.Player.Player.Update u = update.Get(); if (u.heartbeat.Count > 0) { _lastHeartbeat = Environment.TickCount; } if (u.killedPlayer.Count > 0) { foreach (var kp in u.killedPlayer) { var killedEntity = kp.killed; Player player = _game.GetPlayer(killedEntity); if (player == null) { Console.WriteLine("Failed to find player ({0}) to kill", killedEntity); } else { _score.AddKill(); player._score.AddDeath(); } } } }
public void UnregisterForUpdate(IComponentUpdate component, params ComponentUpdatePass[] passes) { foreach (var pass in passes) { var list = passes_[pass]; if (Application.isEditor) { if (!list.Contains(component)) { Debug.LogErrorFormat("Component (hash {0}) was not found in priority {1}.", component.GetHashCode(), pass); } } list.ReplaceRemove(component); } }
public void RegisterForUpdate(IComponentUpdate component, params ComponentUpdatePass[] passes) { foreach (var pass in passes) { var list = passes_[pass]; if (Application.isEditor) { if (list.Contains(component)) { Debug.LogErrorFormat("Component (hash {0}) is already added for priority {1}.", component.GetHashCode(), pass); } } list.Add(component); } }
public void SendComponentUpdate <C>(EntityId entityId, IComponentUpdate <C> componentUpdate, bool legacyCallbackSemantics = false) where C : IComponentMetaclass { _connection.SendComponentUpdate <C>(entityId, componentUpdate, legacyCallbackSemantics); }
/// <inheritdoc /> public void SendComponentUpdate <TComponent>(EntityId entityId, IComponentUpdate <TComponent> update, bool legacyCallbackSemantics = false) where TComponent : IComponentMetaclass { connection.SendComponentUpdate(entityId, update, legacyCallbackSemantics); }