631 lines
22 KiB
C#
631 lines
22 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.Components.Markers;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameTicking.GamePresets;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Mobs;
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using Content.Server.Mobs.Roles;
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using Content.Server.Players;
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using Content.Shared;
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using Content.Shared.Chat;
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using Content.Shared.Jobs;
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using Content.Shared.Preferences;
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using Robust.Server.Interfaces.Maps;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timers;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
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namespace Content.Server.GameTicking
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{
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public partial class GameTicker : SharedGameTicker, IGameTicker
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{
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private const string PlayerPrototypeName = "HumanMob_Content";
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private const string ObserverPrototypeName = "MobObserver";
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private const string MapFile = "Maps/stationstation.yml";
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[ViewVariables] private readonly List<GameRule> _gameRules = new List<GameRule>();
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[ViewVariables] private readonly List<ManifestEntry> _manifest = new List<ManifestEntry>();
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// Value is whether they're ready.
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[ViewVariables]
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private readonly Dictionary<IPlayerSession, bool> _playersInLobby = new Dictionary<IPlayerSession, bool>();
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[ViewVariables] private bool _initialized;
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[ViewVariables] private Type _presetType;
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[ViewVariables] private bool _roundStartCountdownHasNotStartedYetDueToNoPlayers;
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private DateTime _roundStartTimeUtc;
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[ViewVariables] private GameRunLevel _runLevel;
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[ViewVariables(VVAccess.ReadWrite)] private GridCoordinates _spawnPoint;
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[ViewVariables] private bool LobbyEnabled => _configurationManager.GetCVar<bool>("game.lobbyenabled");
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[ViewVariables]
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public GameRunLevel RunLevel
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{
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get => _runLevel;
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private set
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{
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if (_runLevel == value) return;
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var old = _runLevel;
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_runLevel = value;
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OnRunLevelChanged?.Invoke(new GameRunLevelChangedEventArgs(old, value));
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}
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}
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public event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
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private TimeSpan LobbyDuration =>
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TimeSpan.FromSeconds(_configurationManager.GetCVar<int>("game.lobbyduration"));
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public void Initialize()
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{
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DebugTools.Assert(!_initialized);
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_configurationManager.RegisterCVar("game.lobbyenabled", false, CVar.ARCHIVE);
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_configurationManager.RegisterCVar("game.lobbyduration", 20, CVar.ARCHIVE);
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_configurationManager.RegisterCVar("game.defaultpreset", "Sandbox", CVar.ARCHIVE);
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_playerManager.PlayerStatusChanged += _handlePlayerStatusChanged;
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_netManager.RegisterNetMessage<MsgTickerJoinLobby>(nameof(MsgTickerJoinLobby));
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_netManager.RegisterNetMessage<MsgTickerJoinGame>(nameof(MsgTickerJoinGame));
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_netManager.RegisterNetMessage<MsgTickerLobbyStatus>(nameof(MsgTickerLobbyStatus));
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_netManager.RegisterNetMessage<MsgTickerLobbyInfo>(nameof(MsgTickerLobbyInfo));
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SetStartPreset(_configurationManager.GetCVar<string>("game.defaultpreset"));
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RestartRound();
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_initialized = true;
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JobControllerInit();
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}
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public void Update(FrameEventArgs frameEventArgs)
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{
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if (RunLevel != GameRunLevel.PreRoundLobby || _roundStartTimeUtc > DateTime.UtcNow ||
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_roundStartCountdownHasNotStartedYetDueToNoPlayers)
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return;
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StartRound();
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}
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public void RestartRound()
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{
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Logger.InfoS("ticker", "Restarting round!");
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SendServerMessage("Restarting round...");
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RunLevel = GameRunLevel.PreRoundLobby;
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_resettingCleanup();
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_preRoundSetup();
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if (!LobbyEnabled)
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{
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StartRound();
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}
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else
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{
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if (_playerManager.PlayerCount == 0)
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_roundStartCountdownHasNotStartedYetDueToNoPlayers = true;
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else
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_roundStartTimeUtc = DateTime.UtcNow + LobbyDuration;
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_sendStatusToAll();
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}
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}
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public void StartRound()
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{
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DebugTools.Assert(RunLevel == GameRunLevel.PreRoundLobby);
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Logger.InfoS("ticker", "Starting round!");
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SendServerMessage("The round is starting now...");
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RunLevel = GameRunLevel.InRound;
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var preset = MakeGamePreset();
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preset.Start();
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List<IPlayerSession> readyPlayers;
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if (LobbyEnabled)
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{
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readyPlayers = _playersInLobby.Where(p => p.Value).Select(p => p.Key).ToList();
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}
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else
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{
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readyPlayers = _playersInLobby.Keys.ToList();
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}
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// Get the profiles for each player for easier lookup.
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var profiles = readyPlayers.ToDictionary(p => p, GetPlayerProfile);
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var assignedJobs = AssignJobs(readyPlayers, profiles);
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// For players without jobs, give them the overflow job if they have that set...
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foreach (var player in readyPlayers)
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{
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if (assignedJobs.ContainsKey(player))
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{
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continue;
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}
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var profile = profiles[player];
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if (profile.PreferenceUnavailable == PreferenceUnavailableMode.SpawnAsOverflow)
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{
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assignedJobs.Add(player, OverflowJob);
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}
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}
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// Spawn everybody in!
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foreach (var (player, job) in assignedJobs)
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{
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SpawnPlayer(player, job, false);
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}
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_sendStatusToAll();
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}
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private void SendServerMessage(string message)
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{
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var msg = _netManager.CreateNetMessage<MsgChatMessage>();
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msg.Channel = ChatChannel.Server;
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msg.Message = message;
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IoCManager.Resolve<IServerNetManager>().ServerSendToAll(msg);
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}
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private HumanoidCharacterProfile GetPlayerProfile(IPlayerSession p) =>
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(HumanoidCharacterProfile) _prefsManager.GetPreferences(p.SessionId.Username).SelectedCharacter;
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public void EndRound()
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{
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DebugTools.Assert(RunLevel == GameRunLevel.InRound);
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Logger.InfoS("ticker", "Ending round!");
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RunLevel = GameRunLevel.PostRound;
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SendServerMessage("The round has ended!");
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}
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public void Respawn(IPlayerSession targetPlayer)
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{
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targetPlayer.ContentData().WipeMind();
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if (LobbyEnabled)
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_playerJoinLobby(targetPlayer);
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else
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SpawnPlayer(targetPlayer);
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}
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public void MakeObserve(IPlayerSession player)
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{
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if (!_playersInLobby.ContainsKey(player)) return;
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_spawnObserver(player);
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}
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public void MakeJoinGame(IPlayerSession player)
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{
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if (!_playersInLobby.ContainsKey(player)) return;
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SpawnPlayer(player);
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}
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public void ToggleReady(IPlayerSession player, bool ready)
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{
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if (!_playersInLobby.ContainsKey(player)) return;
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_playersInLobby[player] = ready;
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_netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient);
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}
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public T AddGameRule<T>() where T : GameRule, new()
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{
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var instance = _dynamicTypeFactory.CreateInstance<T>();
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_gameRules.Add(instance);
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instance.Added();
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return instance;
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}
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public void RemoveGameRule(GameRule rule)
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{
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if (_gameRules.Contains(rule)) return;
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rule.Removed();
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_gameRules.Remove(rule);
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}
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public IEnumerable<GameRule> ActiveGameRules => _gameRules;
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public void SetStartPreset(Type type)
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{
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if (!typeof(GamePreset).IsAssignableFrom(type)) throw new ArgumentException("type must inherit GamePreset");
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_presetType = type;
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UpdateInfoText();
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}
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public void SetStartPreset(string type) =>
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SetStartPreset(type switch
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{
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"Sandbox" => typeof(PresetSandbox),
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"DeathMatch" => typeof(PresetDeathMatch),
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_ => throw new NotSupportedException()
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});
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private IEntity _spawnPlayerMob(Job job, bool lateJoin = true)
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{
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GridCoordinates coordinates = lateJoin ? _getLateJoinSpawnPoint() : _getJobSpawnPoint(job.Prototype.ID);
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var entity = _entityManager.SpawnEntity(PlayerPrototypeName, coordinates);
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if (entity.TryGetComponent(out InventoryComponent inventory))
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{
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var gear = _prototypeManager.Index<StartingGearPrototype>(job.StartingGear).Equipment;
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foreach (var (slot, equipmentStr) in gear)
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{
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var equipmentEntity = _entityManager.SpawnEntity(equipmentStr, entity.Transform.GridPosition);
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inventory.Equip(slot, equipmentEntity.GetComponent<ItemComponent>());
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}
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}
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return entity;
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}
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private void ApplyCharacterProfile(IEntity entity, ICharacterProfile profile)
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{
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if (profile is null)
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return;
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entity.GetComponent<HumanoidAppearanceComponent>().UpdateFromProfile(profile);
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entity.Name = profile.Name;
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}
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private IEntity _spawnObserverMob()
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{
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GridCoordinates coordinates = _getLateJoinSpawnPoint();
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return _entityManager.SpawnEntity(ObserverPrototypeName, coordinates);
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}
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private GridCoordinates _getLateJoinSpawnPoint()
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{
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var location = _spawnPoint;
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var possiblePoints = new List<GridCoordinates>();
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foreach (var entity in _entityManager.GetEntities(new TypeEntityQuery(typeof(SpawnPointComponent))))
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{
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var point = entity.GetComponent<SpawnPointComponent>();
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if (point.SpawnType == SpawnPointType.LateJoin) possiblePoints.Add(entity.Transform.GridPosition);
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}
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if (possiblePoints.Count != 0) location = _robustRandom.Pick(possiblePoints);
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return location;
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}
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private GridCoordinates _getJobSpawnPoint(string jobId)
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{
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var location = _spawnPoint;
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var possiblePoints = new List<GridCoordinates>();
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foreach (var entity in _entityManager.GetEntities(new TypeEntityQuery(typeof(SpawnPointComponent))))
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{
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var point = entity.GetComponent<SpawnPointComponent>();
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if (point.SpawnType == SpawnPointType.Job && point.Job.ID == jobId)
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possiblePoints.Add(entity.Transform.GridPosition);
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}
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if (possiblePoints.Count != 0) location = _robustRandom.Pick(possiblePoints);
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return location;
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}
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/// <summary>
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/// Cleanup that has to run to clear up anything from the previous round.
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/// Stuff like wiping the previous map clean.
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/// </summary>
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private void _resettingCleanup()
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{
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// Delete all entities.
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foreach (var entity in _entityManager.GetEntities().ToList())
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// TODO: Maybe something less naive here?
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// FIXME: Actually, definitely.
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entity.Delete();
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_mapManager.Restart();
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// Delete the minds of everybody.
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// TODO: Maybe move this into a separate manager?
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foreach (var unCastData in _playerManager.GetAllPlayerData()) unCastData.ContentData().WipeMind();
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// Clear up any game rules.
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foreach (var rule in _gameRules) rule.Removed();
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_gameRules.Clear();
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// Move everybody currently in the server to lobby.
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foreach (var player in _playerManager.GetAllPlayers())
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{
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if (_playersInLobby.ContainsKey(player)) continue;
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_playerJoinLobby(player);
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}
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_spawnedPositions.Clear();
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_manifest.Clear();
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}
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private void _preRoundSetup()
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{
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var newMapId = _mapManager.CreateMap();
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var startTime = _gameTiming.RealTime;
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var grid = _mapLoader.LoadBlueprint(newMapId, MapFile);
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_spawnPoint = new GridCoordinates(Vector2.Zero, grid);
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var timeSpan = _gameTiming.RealTime - startTime;
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Logger.InfoS("ticker", $"Loaded map in {timeSpan.TotalMilliseconds:N2}ms.");
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}
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private void _handlePlayerStatusChanged(object sender, SessionStatusEventArgs args)
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{
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var session = args.Session;
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switch (args.NewStatus)
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{
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case SessionStatus.Connected:
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{
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// Always make sure the client has player data. Mind gets assigned on spawn.
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if (session.Data.ContentDataUncast == null)
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session.Data.ContentDataUncast = new PlayerData(session.SessionId);
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// timer time must be > tick length
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Timer.Spawn(0, args.Session.JoinGame);
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_chatManager.DispatchServerAnnouncement($"Player {args.Session.SessionId} joined server!");
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if (LobbyEnabled && _roundStartCountdownHasNotStartedYetDueToNoPlayers)
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{
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_roundStartCountdownHasNotStartedYetDueToNoPlayers = false;
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_roundStartTimeUtc = DateTime.UtcNow + LobbyDuration;
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}
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break;
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}
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case SessionStatus.InGame:
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{
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var data = session.ContentData();
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if (data.Mind == null)
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{
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if (LobbyEnabled)
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{
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_playerJoinLobby(session);
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return;
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}
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SpawnPlayer(session);
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}
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else
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{
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if (data.Mind.CurrentEntity == null)
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{
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SpawnPlayer(session);
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}
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else
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{
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session.AttachToEntity(data.Mind.CurrentEntity);
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_playerJoinGame(session);
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}
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}
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break;
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}
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case SessionStatus.Disconnected:
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{
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if (_playersInLobby.ContainsKey(session)) _playersInLobby.Remove(session);
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_chatManager.DispatchServerAnnouncement($"Player {args.Session.SessionId} left server!");
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break;
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}
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}
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}
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private void SpawnPlayer(IPlayerSession session, string jobId = null, bool lateJoin = true)
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{
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var character = (HumanoidCharacterProfile) _prefsManager
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.GetPreferences(session.SessionId.Username)
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.SelectedCharacter;
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_playerJoinGame(session);
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var data = session.ContentData();
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data.WipeMind();
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data.Mind = new Mind(session.SessionId);
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if (jobId == null)
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{
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// Pick best job best on prefs.
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jobId = PickBestAvailableJob(character);
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}
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var jobPrototype = _prototypeManager.Index<JobPrototype>(jobId);
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var job = new Job(data.Mind, jobPrototype);
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data.Mind.AddRole(job);
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var mob = _spawnPlayerMob(job, lateJoin);
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data.Mind.TransferTo(mob);
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ApplyCharacterProfile(mob, character);
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AddManifestEntry(character.Name, jobId);
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AddSpawnedPosition(jobId);
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EquipIdCard(mob, character.Name, jobPrototype);
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}
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private void EquipIdCard(IEntity mob, string characterName, JobPrototype jobPrototype)
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{
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var inventory = mob.GetComponent<InventoryComponent>();
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if (!inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent cardItem))
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{
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return;
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}
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var card = cardItem.Owner;
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var cardComponent = card.GetComponent<IdCardComponent>();
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cardComponent.FullName = characterName;
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cardComponent.JobTitle = jobPrototype.Name;
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var access = card.GetComponent<AccessComponent>();
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access.Tags.Clear();
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access.Tags.AddRange(jobPrototype.Access);
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}
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private void AddManifestEntry(string characterName, string jobId)
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{
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_manifest.Add(new ManifestEntry(characterName, jobId));
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}
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private void _spawnObserver(IPlayerSession session)
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{
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_playerJoinGame(session);
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var data = session.ContentData();
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data.WipeMind();
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data.Mind = new Mind(session.SessionId);
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var mob = _spawnObserverMob();
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data.Mind.TransferTo(mob);
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}
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private void _playerJoinLobby(IPlayerSession session)
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{
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_playersInLobby.Add(session, false);
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_prefsManager.OnClientConnected(session);
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_netManager.ServerSendMessage(_netManager.CreateNetMessage<MsgTickerJoinLobby>(), session.ConnectedClient);
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_netManager.ServerSendMessage(_getStatusMsg(session), session.ConnectedClient);
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_netManager.ServerSendMessage(GetInfoMsg(), session.ConnectedClient);
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}
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private void _playerJoinGame(IPlayerSession session)
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{
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_chatManager.DispatchServerMessage(session,
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"Welcome to Space Station 14! If this is your first time checking out the game, be sure to check out the tutorial in the top left!");
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if (_playersInLobby.ContainsKey(session)) _playersInLobby.Remove(session);
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_netManager.ServerSendMessage(_netManager.CreateNetMessage<MsgTickerJoinGame>(), session.ConnectedClient);
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}
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private MsgTickerLobbyStatus _getStatusMsg(IPlayerSession session)
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{
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_playersInLobby.TryGetValue(session, out var ready);
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var msg = _netManager.CreateNetMessage<MsgTickerLobbyStatus>();
|
|
msg.IsRoundStarted = RunLevel != GameRunLevel.PreRoundLobby;
|
|
msg.StartTime = _roundStartTimeUtc;
|
|
msg.YouAreReady = ready;
|
|
return msg;
|
|
}
|
|
|
|
private MsgTickerLobbyInfo GetInfoMsg()
|
|
{
|
|
var msg = _netManager.CreateNetMessage<MsgTickerLobbyInfo>();
|
|
msg.TextBlob = GetInfoText();
|
|
return msg;
|
|
}
|
|
|
|
private void _sendStatusToAll()
|
|
{
|
|
foreach (var player in _playersInLobby.Keys)
|
|
_netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient);
|
|
}
|
|
|
|
private string GetInfoText()
|
|
{
|
|
var gameMode = MakeGamePreset().Description;
|
|
return _localization.GetString(@"Hi and welcome to [color=white]Space Station 14![/color]
|
|
|
|
The current game mode is [color=white]{0}[/color]", gameMode);
|
|
}
|
|
|
|
private void UpdateInfoText()
|
|
{
|
|
var infoMsg = GetInfoMsg();
|
|
|
|
_netManager.ServerSendToMany(infoMsg, _playersInLobby.Keys.Select(p => p.ConnectedClient).ToList());
|
|
}
|
|
|
|
private GamePreset MakeGamePreset()
|
|
{
|
|
return _dynamicTypeFactory.CreateInstance<GamePreset>(_presetType ?? typeof(PresetSandbox));
|
|
}
|
|
|
|
#pragma warning disable 649
|
|
[Dependency] private IEntityManager _entityManager;
|
|
[Dependency] private IMapManager _mapManager;
|
|
[Dependency] private IMapLoader _mapLoader;
|
|
[Dependency] private IGameTiming _gameTiming;
|
|
[Dependency] private IConfigurationManager _configurationManager;
|
|
[Dependency] private IPlayerManager _playerManager;
|
|
[Dependency] private IChatManager _chatManager;
|
|
[Dependency] private IServerNetManager _netManager;
|
|
[Dependency] private IDynamicTypeFactory _dynamicTypeFactory;
|
|
[Dependency] private IPrototypeManager _prototypeManager;
|
|
[Dependency] private readonly ILocalizationManager _localization;
|
|
[Dependency] private readonly IRobustRandom _robustRandom;
|
|
[Dependency] private readonly IServerPreferencesManager _prefsManager;
|
|
#pragma warning restore 649
|
|
}
|
|
|
|
public enum GameRunLevel
|
|
{
|
|
PreRoundLobby = 0,
|
|
InRound = 1,
|
|
PostRound = 2
|
|
}
|
|
|
|
public class GameRunLevelChangedEventArgs : EventArgs
|
|
{
|
|
public GameRunLevelChangedEventArgs(GameRunLevel oldRunLevel, GameRunLevel newRunLevel)
|
|
{
|
|
OldRunLevel = oldRunLevel;
|
|
NewRunLevel = newRunLevel;
|
|
}
|
|
|
|
public GameRunLevel OldRunLevel { get; }
|
|
public GameRunLevel NewRunLevel { get; }
|
|
}
|
|
}
|