32 lines
1.2 KiB
C#
32 lines
1.2 KiB
C#
using GameServer.Controllers.Attributes;
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using GameServer.Network;
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using GameServer.Network.Messages;
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using GameServer.Systems.Event;
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using Protocol;
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namespace GameServer.Controllers;
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internal class WorldController : Controller
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{
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public WorldController(PlayerSession session) : base(session)
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{
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// WorldController.
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}
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[GameEvent(GameEventType.EnterGame)]
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public async Task OnEnterGame(CreatureController creatureController)
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{
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await creatureController.JoinScene(8);
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}
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[NetEvent(MessageId.EntityOnLandedRequest)]
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public ResponseMessage OnEntityOnLandedRequest() => Response(MessageId.EntityOnLandedResponse, new EntityOnLandedResponse());
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[NetEvent(MessageId.PlayerMotionRequest)]
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public ResponseMessage OnPlayerMotionRequest() => Response(MessageId.PlayerMotionResponse, new PlayerMotionResponse());
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[NetEvent(MessageId.EntityLoadCompleteRequest)]
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public ResponseMessage OnEntityLoadCompleteRequest() => Response(MessageId.EntityLoadCompleteResponse, new EntityLoadCompleteResponse());
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[NetEvent(MessageId.UpdateSceneDateRequest)]
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public ResponseMessage OnUpdateSceneDateRequest() => Response(MessageId.UpdateSceneDateResponse, new UpdateSceneDateResponse());
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}
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