Пример #1
0
 /// <inheritdoc />
 public void OnGameFixedTick()
 {
     foreach (var entry in MovementGenerators.EnumerateWithGuid(KnonwnEntities))
     {
         entry.ComponentValue.Update(WorldObjectMap.RetrieveEntity(entry.EntityGuid), TimeService.CurrentRemoteTime);
     }
 }
Пример #2
0
        /// <inheritdoc />
        public void Tick()
        {
            long currentTime = TimeService.CurrentLocalTime;

            foreach (var entry in MovementGenerators.EnumerateWithGuid(KnownEntities))
            {
                entry.ComponentValue.Update(WorldObjectMap.RetrieveEntity(entry.EntityGuid), currentTime);
            }
        }
Пример #3
0
 /// <inheritdoc />
 public void OnGameFixedTick()
 {
     foreach (var entry in MovementGenerators.EnumerateWithGuid(KnonwnEntities))
     {
         IWorldObject worldObject = WorldObjectMap.RetrieveEntity(entry.EntityGuid);
         worldObject.SetLastUpdateTick(Client.CurrentTick);
         entry.ComponentValue.Update(worldObject, TimeService.CurrentRemoteTime);
     }
 }
Пример #4
0
        /// <inheritdoc />
        public void Tick()
        {
            //Don't pass in different remote time, large amounts of objects may get a millisecond or two more time drift from the start.
            long currentRemoteTime = TimeService.CurrentRemoteTime;

            foreach (var entry in MovementGenerators.EnumerateWithGuid(KnonwnEntities))
            {
                entry.ComponentValue.Update(WorldObjectMap.RetrieveEntity(entry.EntityGuid), currentRemoteTime);

                Vector3 currentPosition = entry.ComponentValue.CurrentPosition;
                TransformMap.ReplaceObject(entry.EntityGuid, new WorldTransform(currentPosition.x, currentPosition.y, currentPosition.z, TransformMap.RetrieveEntity(entry.EntityGuid).YAxisRotation));
            }
        }