private void ApplyGameState(GameState curState, GameState nextState) { _mapManager.ApplyGameStatePre(curState.MapData); _entities.ApplyEntityStates(curState.EntityStates, curState.EntityDeletions, nextState?.EntityStates); _players.ApplyPlayerStates(curState.PlayerStates); _mapManager.ApplyGameStatePost(curState.MapData); }
private void ApplyGameState(GameState gameState) { _mapManager.ApplyGameStatePre(gameState.MapData); entityManager.ApplyEntityStates(gameState.EntityStates, gameState.EntityDeletions, gameState.GameTime); playerManager.ApplyPlayerStates(gameState.PlayerStates); _mapManager.ApplyGameStatePost(gameState.MapData); }
private void ApplyGameState(GameState gameState) { GameStates[gameState.Sequence] = gameState; CurrentState = gameState; entityManager.ApplyEntityStates(CurrentState.EntityStates, CurrentState.GameTime); playerManager.ApplyPlayerStates(CurrentState.PlayerStates); }
private void ApplyGameState(GameState gameState) { entityManager.ApplyEntityStates(gameState.EntityStates, gameState.EntityDeletions, gameState.GameTime); playerManager.ApplyPlayerStates(gameState.PlayerStates); }