CharactersAvailableMsg MakeCharactersAvailableMessage(string account)
    {
        List <string> names      = Database.singleton.CharactersForAccount(account);
        List <Player> characters = new List <Player>();

        foreach (string character in names)
        {
            GameObject player = Database.singleton.CharacterLoad(character, playerClasses, true);
            characters.Add(player.GetComponent <Player>());
        }
        CharactersAvailableMsg message = new CharactersAvailableMsg();

        message.Load(characters);
        characters.ForEach(player => Destroy(player.gameObject));
        return(message);
    }
Exemplo n.º 2
0
    // helper function to make a CharactersAvailableMsg from all characters in
    // an account
    CharactersAvailableMsg MakeCharactersAvailableMessage(string account)
    {
        // load from database
        List<Player> characters = Database.CharactersForAccount(account)
                                    .Select(character => Database.CharacterLoad(character, GetPlayerClasses()))
                                    .Select(go => go.GetComponent<Player>())
                                    .ToList();

        // construct the message
        CharactersAvailableMsg message = new CharactersAvailableMsg();
        message.Load(characters);

        // destroy the temporary players again and return the result
        characters.ForEach(player => Destroy(player.gameObject));
        return message;
    }
Exemplo n.º 3
0
    // helper function to make a CharactersAvailableMsg from all characters in
    // an account
    CharactersAvailableMsg MakeCharactersAvailableMessage(string account)
    {
        // load from database
        // (avoid Linq for performance/gc. characters are loaded frequently!)
        List <Player> characters = new List <Player>();

        foreach (string characterName in Database.singleton.CharactersForAccount(account))
        {
            GameObject player = Database.singleton.CharacterLoad(characterName, playerClasses, true);
            characters.Add(player.GetComponent <Player>());
        }

        // construct the message
        CharactersAvailableMsg message = new CharactersAvailableMsg();

        message.Load(characters);

        // destroy the temporary players again and return the result
        characters.ForEach(player => Destroy(player.gameObject));
        return(message);
    }