void FinishInitialization() { int currentClient = 0; foreach (Entity p in players) { Dungeon.MoveToSpawn(p); if (player != p) {// update client for position change SendPlayerData(p, Clients[currentClient++]); } } if (NewConnections == null) { NewConnections = UdpServer(IPAddress.Any); Updater = UdpServer(IPAddress.Any); joinListener = new Thread(new ThreadStart(ClientListener)); joinListener.IsBackground = true; joinListener.Start(); Input.lockMouse = true; loading = false; } initializing = false; }
void FinishInitialization() { Dungeon.MoveToSpawn(player); Input.lockMouse = true; loading = false; initializing = false; }