Kanda Players 0.7.0
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Implementation of world access that handles both client and server worlds. Used for offline play and client-hosted sessions where server content must also be managed. More...
Public Member Functions | |
ContentLoadingWorldAccess (IEntityWorldService worldService) | |
Initializes a new instance of world access for content loading management. | |
bool | AreWorldsReadyToActivate () |
Checks if content scenes in both client and server worlds are ready to activate. Content is considered ready when it has finished preloading in all relevant worlds. | |
void | ActivateContentInWorlds () |
Signals content scenes in both client and server worlds to activate. | |
bool | AreWorldsContentActive () |
Checks if content scenes in both client and server worlds have completed activation. | |
bool | IsPlayerWaitingForSpawnPoint () |
Checks if a player is waiting for a spawn point. | |
bool | IsPlayerWaitingForSpawnPointInWorld (World world) |
Checks if a player origin is waiting for a spawn point. | |
Implementation of world access that handles both client and server worlds. Used for offline play and client-hosted sessions where server content must also be managed.
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inline |
Initializes a new instance of world access for content loading management.
worldService | Service to access client and server worlds. |
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inline |
Signals content scenes in both client and server worlds to activate.
If either world is null, activation for that world is skipped. This handles scenarios where only client or server world exists.
Implements IContentLoadingWorldAccess.
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inline |
Checks if content scenes in both client and server worlds have completed activation.
A null world is considered active, which handles scenarios where only client or server world exists. Both worlds must either be active or null for this to return true.
Implements IContentLoadingWorldAccess.
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inline |
Checks if content scenes in both client and server worlds are ready to activate. Content is considered ready when it has finished preloading in all relevant worlds.
A null world is considered ready to activate, which handles scenarios where only client or server world exists. Both worlds must either be ready or null for this to return true.
Implements IContentLoadingWorldAccess.
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inline |
Checks if a player is waiting for a spawn point.
We check the client world only for this. If null, we return false.
Implements IContentLoadingWorldAccess.
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inline |
Checks if a player origin is waiting for a spawn point.
world | The world to check. Can be null. |