private void ParseFullMap(Internal.ByteArray message) { UnityEngine.Vector3Int position = message.ReadPosition(); Player.StopAutowalk(true); CreatureStorage.MarkAllOpponentsVisible(false); MiniMapStorage.Position = position; WorldMapStorage.ResetMap(); WorldMapStorage.InvalidateOnscreenMessages(); WorldMapStorage.Position = position; ReadArea(message, 0, 0, Constants.MapSizeX - 1, Constants.MapSizeY - 1); WorldMapStorage.Valid = true; }
private void ParseFullMap(Internal.CommunicationStream message) { UnityEngine.Vector3Int position = message.ReadPosition(); Player.StopAutowalk(true); CreatureStorage.MarkAllOpponentsVisible(false); MiniMapStorage.Position = position; WorldMapStorage.ResetMap(); WorldMapStorage.InvalidateOnscreenMessages(); WorldMapStorage.Position = position; ProtocolGameExtentions.ReadArea(message, 0, 0, Constants.MapSizeX - 1, Constants.MapSizeY - 1); WorldMapStorage.Valid = true; WorldMapStorage.CacheRefresh = true; }
private void ParseWorldEntered(Internal.ByteArray message) { bool hasLoginPendingFeature = OpenTibiaUnity.GameManager.GetFeature(GameFeature.GameLoginPending); if ((hasLoginPendingFeature && m_ConnectionState == ConnectionState.Pending) || (!hasLoginPendingFeature && m_ConnectionState > ConnectionState.Disconnected && m_ConnectionState != ConnectionState.Game)) { MiniMapStorage.Position = Vector3Int.zero; WorldMapStorage.Position = Vector3Int.zero; WorldMapStorage.ResetMap(); CreatureStorage.Reset(); WorldMapStorage.Valid = false; } SetConnectionState(ConnectionState.Game); }