private static void OnSyncData(SyncDataEvent ev) { if (ev.Player.Role != RoleType.ClassD && ev.Player.Role != RoleType.Scientist && !(Vector3.Distance(ev.Player.Position, ev.Player.GetComponent <Escape>().worldPosition) >= Escape.radius)) { ev.Player.Hub.characterClassManager.CmdRegisterEscape(); } }
internal static void InvokeSyncDataEvent(Player player, ref bool allow, ref Vector2 speed, int state) { if (SyncDataEvent == null) { return; } var ev = new SyncDataEvent { Allow = allow, Player = player, Speed = speed, State = state }; SyncDataEvent.Invoke(ev); allow = ev.Allow; speed = ev.Speed; }