NahidaImpact/NahidaImpact.Gameserver/Game/Entity/EntityManager.cs

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2024-01-04 13:48:39 +00:00
using NahidaImpact.Gameserver.Game.Entity.Listener;
using NahidaImpact.Protocol;
namespace NahidaImpact.Gameserver.Game.Entity;
internal class EntityManager(IEntityEventListener listener)
{
private readonly List<SceneEntity> _entities = [];
private readonly IEntityEventListener _listener = listener;
public async ValueTask SpawnEntityAsync(SceneEntity entity, VisionType visionType)
{
_entities.Add(entity);
await _listener.OnEntitySpawned(entity, visionType);
}
public async ValueTask ChangeAvatarFightPropAsync(uint entityId, uint key, float value)
{
if (GetEntityById(entityId) is AvatarEntity entity)
{
entity.SetFightProp(key, value);
await _listener.OnAvatarFightPropChanged(entity, key, value);
}
}
public SceneEntity? GetEntityById(uint id) =>
_entities.Find(entity => entity.EntityId == id);
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public void Reset()
{
_entities.Clear();
}
}