private void SpawnUnit(IUnitData unitData, IntVector2 tileCoords) { UnitCommandData unitCommandData = _unitCommandDataFactory.Create(unitData); SpawnUnitData spawnUnitData = new SpawnUnitData(unitCommandData, tileCoords, isInitialSpawn: true); _commandQueue.Enqueue <SpawnUnitCommand, SpawnUnitData>(spawnUnitData, CommandSource.Game); }
public IObservable <Unit> Run() { IUnit unit = _unitRegistry.GetUnit(_data.unitId); if (unit == null) { _logger.LogError(LoggedFeature.Units, "MoveUnitSectionCommand called on unit not in registry: {0}", _data.unitId); return(Observable.Empty <Unit>()); } uint?unitIndex = _unitDataIndexResolver.ResolveUnitIndex(unit.UnitData); if (unitIndex == null) { _logger.LogError(LoggedFeature.Units, "Failed to resolve unit index: {0}", _data.unitId); return(Observable.Empty <Unit>()); } _despawnCommand = _commandFactory.Create <DespawnUnitCommand, DespawnUnitData>(new DespawnUnitData(_data.unitId)); _despawnCommand.Run(); var sectionLoadedSubject = new Subject <Unit>(); var commandData = new LoadMapSectionCommandData(_data.toSectionIndex, new LoadMapCommandData(_mapStoreId.index)); ICommand loadMapSectionCommand = _commandFactory.Create <LoadMapSectionCommand, LoadMapSectionCommandData>(commandData); loadMapSectionCommand.Run().Subscribe(_ => { // We need to wait 1 frame in order to avoid race conditions between listeners on new section Observable.IntervalFrame(1).First().Subscribe(__ => { IntVector2 entryTileCoords = _entryTileFinder.GetEntryTile(_data.toSectionIndex, _data.fromSectionIndex); // We don't spawn pets (which also are not despawn on despawn command) var unitCommandData = new UnitCommandData(unit.UnitId, unitIndex.Value, unit.UnitData.UnitType); var spawnUnitData = new SpawnUnitData(unitCommandData, entryTileCoords, isInitialSpawn: false); _spawnCommand = _commandFactory.Create <SpawnUnitCommand, SpawnUnitData>(spawnUnitData); _spawnCommand.Run(); sectionLoadedSubject.OnNext(Unit.Default); }); }); return(sectionLoadedSubject); }
private void SpawnUnit(UnitDataReference unitDataReference, IntVector2 tileCoords) { IUnitData unitData = _unitDataIndexResolver.ResolveUnitData(unitDataReference.UnitType, unitDataReference.UnitIndex); if (unitData == null) { _logger.LogError(LoggedFeature.Units, "UnitData reference not found: {0}", unitDataReference); return; } UnitCommandData unitCommandData = _unitCommandDataFactory.Create(unitData); SpawnUnitData spawnUnitData = new SpawnUnitData(unitCommandData, tileCoords, isInitialSpawn: true); _commandQueue.Enqueue <SpawnUnitCommand, SpawnUnitData>(spawnUnitData, CommandSource.Game); }