/// <summary> /// Allows an actor to leave the world. /// </summary> /// <param name="actor">The actor leaving the world.</param> public void Leave(Actor actor) { actor.OnLeave(this); foreach (var player in this.Players.Values) { if (actor != player) actor.Unreveal(player); } this.RemoveActor(actor); if (!(actor is Player)) return; // if the leaving actors is a player, unreveal the actors revealed to him contained in the world. var revealedToPlayer = (actor as Player).RevealedObjects.Values.ToList(); // list of revealed actors. foreach (IRevealable revealable in revealedToPlayer) if (revealable is Actor) if (revealable != actor) revealable.Unreveal(actor as Player); }
public void Leave(Actor actor) { actor.OnLeave(this); // Broadcast unreveal //Logger.Debug("Leave {0}, unreveal to {1} players", actor.DynamicID, this.Players.Count); foreach (var player in this.Players.Values) { actor.Unreveal(player); } this.RemoveActor(actor); }
public void Leave(Actor actor) { actor.OnLeave(this); // Broadcast unreveal //Logger.Debug("Leave {0}, unreveal to {1} players", actor.DynamicID, this.Players.Count); foreach (var player in this.Players.Values) { if(actor != player) actor.Unreveal(player); } this.RemoveActor(actor); if(actor is Player.Player) { List<IRevealable> revealedToPlayer = new List<IRevealable>(); foreach (IRevealable revealable in (actor as Player.Player).RevealedObjects.Values) revealedToPlayer.Add(revealable); foreach (IRevealable revealable in revealedToPlayer) if(revealable is Actor) if(revealable != actor) revealable.Unreveal(actor as Player.Player); } }