private void SynchroPath(object sender, IncomingMessage receivedMessage) { Entity owner = networkedScene.EntityManager.Find(receivedMessage.ReadString()); if (owner != null && !owner.IsDisposed) { int pathLength = receivedMessage.ReadInt32(); MovementBehavior movement = owner.FindComponent <MovementBehavior>(); if (movement != null) { List <LayerTile> path = new List <LayerTile>(pathLength); Map map = Map.map; for (int i = 0; i < pathLength; i++) { LayerTile tile = map.GetTileByMapCoordinates(receivedMessage.ReadInt32(), receivedMessage.ReadInt32()); if (tile != null) { path.Add(tile); } } movement.SetPathForClient(path); } } }