C# 클래스 Dwarrowdelf.Server.Player

상속: IPlayer
파일 보기 프로젝트 열기: tomba/dwarrowdelf 1 사용 예제들

Private Properties

프로퍼티 타입 설명
ConnectUser void
Construct void
DisconnectUser void
GetVisionTrackerInternal VisionTrackerBase
HandleReport void
HandleWorldChange void
InitControllables void
InitControllablesVisionTracker void
OnConnected void
OnControllableDestructed void
OnControllableParentChanged void
OnDisconnected void
Player System
ReceiveMessage void
RemoveControllable void
SendAddControllables void
SendRemoveControllable void
UninitControllable void
UninitControllableVisionTracker void

공개 메소드들

메소드 설명
AddControllables ( IEnumerable controllables ) : void
DispatchMessage ( Message m ) : void
GetObjectVisibility ( BaseObject ob ) : ObjectVisibility
GetVisionTracker ( EnvironmentObject env ) : IVisionTracker
IsController ( BaseObject living ) : bool
Sees ( BaseObject ob, IntVector3 p ) : bool

Does the player see location p in object ob

Send ( ClientMessage msg ) : void
Send ( IEnumerable msgs ) : void
ToString ( ) : string

보호된 메소드들

메소드 설명
Player ( SaveGameContext ctx ) : System
Player ( int playerID, GameEngine engine ) : System

비공개 메소드들

메소드 설명
ConnectUser ( User user ) : void
Construct ( ) : void
DisconnectUser ( ) : void
GetVisionTrackerInternal ( EnvironmentObject env ) : VisionTrackerBase
HandleReport ( GameReport report ) : void
HandleWorldChange ( Change change ) : void
InitControllables ( IEnumerable controllables ) : void
InitControllablesVisionTracker ( IEnumerable controllables ) : void
OnConnected ( ) : void
OnControllableDestructed ( IBaseObject ob ) : void
OnControllableParentChanged ( LivingObject living, ContainerObject _src, ContainerObject _dst ) : void
OnDisconnected ( ) : void
Player ( ) : System
ReceiveMessage ( ProceedTurnReplyMessage msg ) : void
RemoveControllable ( LivingObject living ) : void
SendAddControllables ( IEnumerable controllables ) : void
SendRemoveControllable ( LivingObject living ) : void
UninitControllable ( LivingObject living ) : void
UninitControllableVisionTracker ( LivingObject living ) : void

메소드 상세

AddControllables() 공개 메소드

public AddControllables ( IEnumerable controllables ) : void
controllables IEnumerable
리턴 void

DispatchMessage() 공개 메소드

public DispatchMessage ( Message m ) : void
m Message
리턴 void

GetObjectVisibility() 공개 메소드

public GetObjectVisibility ( BaseObject ob ) : ObjectVisibility
ob BaseObject
리턴 ObjectVisibility

GetVisionTracker() 공개 메소드

public GetVisionTracker ( EnvironmentObject env ) : IVisionTracker
env EnvironmentObject
리턴 IVisionTracker

IsController() 공개 메소드

public IsController ( BaseObject living ) : bool
living BaseObject
리턴 bool

Player() 보호된 메소드

protected Player ( SaveGameContext ctx ) : System
ctx SaveGameContext
리턴 System

Player() 보호된 메소드

protected Player ( int playerID, GameEngine engine ) : System
playerID int
engine GameEngine
리턴 System

Sees() 공개 메소드

Does the player see location p in object ob
public Sees ( BaseObject ob, IntVector3 p ) : bool
ob BaseObject
p IntVector3
리턴 bool

Send() 공개 메소드

public Send ( ClientMessage msg ) : void
msg ClientMessage
리턴 void

Send() 공개 메소드

public Send ( IEnumerable msgs ) : void
msgs IEnumerable
리턴 void

ToString() 공개 메소드

public ToString ( ) : string
리턴 string