/// <summary> /// Spawns the players entity. /// </summary> /// <param name="session"></param> public void SpawnPlayerMob(IPlayerSession session) { //TODO: There's probably a much better place to do this. IEntity entity = _entityManager.ForceSpawnEntityAt("HumanMob", new Vector2(0, 0)); session.AttachToEntity(entity); }
public void SpawnPlayerMob(IPlayerSession s) { //Spawn the player's entity. There's probably a much better place to do this. IEntity a = entityManager.SpawnEntity("HumanMob"); a.GetComponent <ITransformComponent>(ComponentFamily.Transform).TranslateTo(new Vector2f(0, 0)); s.AttachToEntity(a); }
/// <summary> /// Spawns the players entity. /// </summary> /// <param name="session"></param> public void SpawnPlayerMob(IPlayerSession session) { // TODO: There's probably a much better place to do this. var prototype = "HumanMob"; if (_prototypeManager.HasIndex <EntityPrototype>("HumanMob_Content")) { prototype = "HumanMob_Content"; } IEntity entity = _entityManager.ForceSpawnEntityAt(prototype, new Vector2(0, 0), 1); //TODO: Fix this session.AttachToEntity(entity); }
public void SpawnPlayerMob(IPlayerSession s) { //Spawn the player's entity. There's probably a much better place to do this. Entity a = server.EntityManager.SpawnEntity("HumanMob"); Entity human = a; a.GetComponent<ITransformComponent>(ComponentFamily.Transform).TranslateTo(new Vector2(0, 0)); if (s.assignedJob != null) { foreach ( Entity newItem in s.assignedJob.SpawnEquipment.Select(def => server.EntityManager.SpawnEntity(def.ObjectType))) { newItem.GetComponent<ITransformComponent>(ComponentFamily.Transform).TranslateTo( human.GetComponent<ITransformComponent>(ComponentFamily.Transform).Position); human.GetComponent<IEquipmentComponent>(ComponentFamily.Equipment).RaiseEquipItem(newItem); } } s.AttachToEntity(a); }
public void SpawnPlayerMob(IPlayerSession s) { //Spawn the player's entity. There's probably a much better place to do this. Entity a = server.EntityManager.SpawnEntity("HumanMob"); Entity human = a; a.GetComponent <ITransformComponent>(ComponentFamily.Transform).TranslateTo(new Vector2f(0, 0)); if (s.assignedJob != null) { foreach ( Entity newItem in s.assignedJob.SpawnEquipment.Select(def => server.EntityManager.SpawnEntity(def.ObjectType))) { newItem.GetComponent <ITransformComponent>(ComponentFamily.Transform).TranslateTo( human.GetComponent <ITransformComponent>(ComponentFamily.Transform).Position); human.GetComponent <IEquipmentComponent>(ComponentFamily.Equipment).RaiseEquipItem(newItem); } } s.AttachToEntity(a); }
public void SpawnPlayerMob(IPlayerSession s) { //Spawn the player's entity. There's probably a much better place to do this. Entity a = server.EntityManager.SpawnEntity("HumanMob"); Entity human = a; a.GetComponent <ITransformComponent>(ComponentFamily.Transform).TranslateTo(new Vector2(160, 160)); if (s.assignedJob != null) { foreach ( Entity newItem in s.assignedJob.SpawnEquipment.Select(def => server.EntityManager.SpawnEntity(def.ObjectType))) { newItem.GetComponent <ITransformComponent>(ComponentFamily.Transform).TranslateTo( human.GetComponent <ITransformComponent>(ComponentFamily.Transform).Position); //This is not neccessary once the equipment component is built. human.SendMessage(this, ComponentMessageType.EquipItem, newItem); } } s.AttachToEntity(a); }
/// <summary> /// Spawns the players entity. /// </summary> /// <param name="session"></param> public void SpawnPlayerMob(IPlayerSession session) { var entity = _entityManager.ForceSpawnEntityAt(PlayerPrototypeName, FallbackSpawnPoint); session.AttachToEntity(entity); }
/// <summary> /// Spawns the players entity. /// </summary> /// <param name="session"></param> public void SpawnPlayerMob(IPlayerSession session) { IEntity entity = _entityManager.ForceSpawnEntityAt(PlayerPrototypeName, new Vector2(0, 0), 1); //TODO: Fix this session.AttachToEntity(entity); }
public void SpawnPlayerMob(IPlayerSession s) { //Spawn the player's entity. There's probably a much better place to do this. Entity a = server.EntityManager.SpawnEntity("HumanMob"); Entity human = a; a.GetComponent<ITransformComponent>(ComponentFamily.Transform).TranslateTo(new Vector2(160, 160)); if (s.assignedJob != null) { foreach ( Entity newItem in s.assignedJob.SpawnEquipment.Select(def => server.EntityManager.SpawnEntity(def.ObjectType))) { newItem.GetComponent<ITransformComponent>(ComponentFamily.Transform).TranslateTo( human.GetComponent<ITransformComponent>(ComponentFamily.Transform).Position); //This is not neccessary once the equipment component is built. human.SendMessage(this, ComponentMessageType.EquipItem, newItem); } } s.AttachToEntity(a); }