public void SetState(NetworkPlayerState newState) { lock (PlayerModel) { if (newState != null) { if (PlayerModel.ModelState != AnimationState.DeathFallFoward) { if ((newState.X != PlayerModel.Position.X) || (newState.Z != PlayerModel.Position.Z)) { if (PlayerModel.ModelState != AnimationState.Run) { PlayerModel.RepeatAnimation = true; PlayerModel.ModelState = AnimationState.Run; } } else if (PlayerModel.ModelState != AnimationState.Stand) { PlayerModel.RepeatAnimation = true; PlayerModel.ModelState = AnimationState.Stand; } } PlayerModel.Position.X = newState.X; PlayerModel.Position.Y = (newState.Y - (PlayerModel.BoundMax.Y / 2f)) + PlayerModel.Center.Y; PlayerModel.Position.Z = newState.Z; PlayerModel.Yaw = newState.Yaw; } } }
public PlayerEventArgs(int id, string name, string modelName, NetworkPlayerState initialState, bool isMarked) { Id = id; Name = name; ModelName = modelName; InitialState = initialState; IsMarked = isMarked; }
public NetworkPlayer(int id, string name, string modelName, NetworkPlayerState initialState, bool marked) { Id = id; Name = name; ModelName = modelName; InitialState = initialState; Marked = marked; }