public async Task EnterScene(IYield yield) { var responseParameters = await ServerPeerHandler.SendOperation <EmptyParameters, EnterSceneResponseParameters> (yield, (byte)GameOperations.EnterScene, new EmptyParameters(), MessageSendOptions.DefaultReliable()); SceneEntered?.Invoke(responseParameters); }
private void OnOpen() { collection.Set(MessageCodes.EnteredScene, SceneEntered.ToMessageHandler()); collection.Set(MessageCodes.ChangeScene, SceneChanged.ToMessageHandler()); collection.Set(MessageCodes.GameObjectAdded, GameObjectsAdded.ToMessageHandler()); collection.Set(MessageCodes.GameObjectRemoved, GameObjectsRemoved.ToMessageHandler()); collection.Set(MessageCodes.PositionChanged, PositionChanged.ToMessageHandler()); collection.Set(MessageCodes.AnimationStateChanged, AnimationStateChanged.ToMessageHandler()); collection.Set(MessageCodes.Attacked, Attacked.ToMessageHandler()); collection.Set(MessageCodes.BubbleNotification, BubbleMessageReceived.ToMessageHandler()); Connected?.Invoke(); }