95 lines
2.4 KiB
C#
95 lines
2.4 KiB
C#
using System;
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namespace Barotrauma.Networking
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{
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abstract class NetEntityEvent
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{
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public enum Type
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{
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Invalid,
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ComponentState,
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InventoryState,
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Status,
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Treatment,
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ApplyStatusEffect,
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ChangeProperty,
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Control,
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UpdateSkills,
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Combine,
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SetAttackTarget,
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ExecuteAttack,
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Upgrade,
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AssignCampaignInteraction,
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TeamChange,
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ObjectiveManagerState,
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AddToCrew,
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UpdateExperience,
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UpdateTalents,
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UpdateMoney,
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UpdatePermanentStats,
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}
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public readonly Entity Entity;
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public readonly UInt16 ID;
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public UInt16 EntityID
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{
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get;
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private set;
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}
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//arbitrary extra data that will be passed to the Write method of the serializable entity
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//(the index of an itemcomponent for example)
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public object[] Data
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{
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get;
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private set;
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}
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public bool Sent;
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protected NetEntityEvent(INetSerializable serializableEntity, UInt16 id)
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{
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this.ID = id;
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this.Entity = serializableEntity as Entity;
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RefreshEntityID();
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}
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public void RefreshEntityID()
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{
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this.EntityID = this.Entity is Entity entity ? entity.ID : Entity.NullEntityID;
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}
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public void SetData(object[] data)
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{
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this.Data = data;
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}
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public bool IsDuplicate(NetEntityEvent other)
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{
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if (other.Entity != this.Entity) return false;
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if (Data != null && other.Data != null)
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{
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if (Data.Length != other.Data.Length) return false;
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for (int i = 0; i < Data.Length; i++)
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{
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if (Data[i] == null)
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{
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if (other.Data[i] != null) return false;
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}
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else
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{
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if (other.Data[i] == null) return false;
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if (!Data[i].Equals(other.Data[i])) return false;
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}
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}
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return true;
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}
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return Data == other.Data;
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}
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}
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}
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