/// <summary> /// Creates and stores player using the PlayerEnteredEvent. /// </summary> /// <param name="e">Player Name</param> /// <returns>SSPlayer with all updated info</returns> public SSPlayer GetPlayer(PlayerEnteredEvent e) { // Grab player - most likely not on list but a new will be created SSPlayer ssp = GetPlayer(e.PlayerName); // update all info using player entered ssp.PlayerEntered = e; //return it return(ssp); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { foreach (MovableEnemy movableEnemy in _targets) { movableEnemy.StartMoving(); } PlayerEnteredEvent?.Invoke(this, EventArgs.Empty); } }
public void MonitorPlayerEnteredEvent(object sender, PlayerEnteredEvent e) { Game(msg.pm(e.PlayerName, "?watchdamage")); if (!m_Initialized) { return; } SSPlayer ssp = m_Players.GetPlayer(e); this.m_GFX.RefreshDisplay_Player(ssp); psyGame.SafeSend(msg.pm(e.PlayerName, "?userid")); }
/// <summary> /// Handle a player entering event /// </summary> /// <param name="playerEnter">Player entered event</param> public void HandlePlayerEnter(PlayerEnteredEvent playerEnter) { // Create the new player information object PlayerInfo playerInfo = new PlayerInfo(); // Set the player information playerInfo.PlayerEntered = playerEnter; // Add the player information to the database m_playerInfo[playerEnter.PlayerId] = playerInfo; // Add the player to the reverse lookup database m_playerLookup[playerEnter.PlayerName.ToUpper()] = playerEnter.PlayerId; }