//protected virtual void OnAttackedAndHit(AttackedAndHitEventArgs e) //{ // EventHandler<AttackedAndHitEventArgs> handler = this.AttackedAndHit; // if (handler != null) // { // handler(this, e); // } //} protected virtual void OnPlayerConnected(PlayerConnectedEventArgs e) { EventHandler<PlayerConnectedEventArgs> handler = this.PlayerConnected; if (handler != null) { handler(this, e); } }
private void HandlePlayerConnected(object sender, PlayerConnectedEventArgs e) { //message written to the server console window when the player connects Console.WriteLine(e.Name + " has connected."); }
private void HandlePlayerConnected(object sender, PlayerConnectedEventArgs e) { //write to the client to let them know someone else has connected this.writeToClient(e.Name + " has connected.\r\n"); lock (playerlock) { //subscribe to all the other player's events the player will need to know about if (this.players.Contains((Player)sender)) { this.players[this.players.IndexOf((Player)sender)].PlayerMoved += this.HandlePlayerMoved; this.players[this.players.IndexOf((Player)sender)].PlayerDisconnected += this.HandlePlayerDisconnected; } } }