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Ragon/Ragon.Client/Sources/RagonScene.cs
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/*
* Copyright 2023 Eduard Kargin <kargin.eduard@gmail.com>
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Ragon.Protocol;
namespace Ragon.Client;
public class RagonScene
{
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public string Name { get; private set; }
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private readonly RagonClient _client;
private readonly RagonEntityCache _entityCache;
private readonly RagonPlayerCache _playerCache;
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public RagonScene(RagonClient client, RagonPlayerCache playerCache, RagonEntityCache entityCache, string sceneName)
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{
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Name = sceneName;
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_client = client;
_playerCache = playerCache;
_entityCache = entityCache;
}
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internal void Update(string scene)
{
Name = scene;
}
internal void Load(string sceneName)
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{
var buffer = _client.Buffer;
buffer.Clear();
buffer.WriteOperation(RagonOperation.LOAD_SCENE);
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buffer.WriteString(sceneName);
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var sendData = buffer.ToArray();
_client.Reliable.Send(sendData);
}
internal void SceneLoaded()
{
var buffer = _client.Buffer;
buffer.Clear();
buffer.WriteOperation(RagonOperation.SCENE_LOADED);
if (_playerCache.IsRoomOwner)
_entityCache.WriteScene(buffer);
else
_entityCache.CacheScene();
var sendData = buffer.ToArray();
_client.Reliable.Send(sendData);
}
}