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Multiplayer: Make non-local entity updates possible (#730)
This PR makes it possible to send a network message regarding a non-locally simulated entity. This will be needed during e.g. health updates (triggered by a locally simulated attacking entity).
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Original file line number | Diff line number | Diff line change |
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@@ -1,14 +1,21 @@ | ||
#[cfg(feature = "bevy")] | ||
use bevy::ecs::entity::Entity; | ||
use bincode::{Decode, Encode}; | ||
use de_types::player::Player; | ||
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/// Bevy ECS Entity derived identification of an entity. | ||
#[derive(Clone, Copy, Debug, Encode, Decode, Hash, PartialEq, Eq)] | ||
pub struct EntityNet(u32); | ||
pub struct EntityNet { | ||
player: Player, | ||
index: u32, | ||
} | ||
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||
#[cfg(feature = "bevy")] | ||
impl From<Entity> for EntityNet { | ||
fn from(entity: Entity) -> Self { | ||
Self(entity.index()) | ||
impl EntityNet { | ||
/// # Arguments | ||
/// | ||
/// * `player` - the human player executing the entity simulating game | ||
/// instance. | ||
/// | ||
/// * `index` - locally unique index of the entity. | ||
pub fn new(player: Player, index: u32) -> Self { | ||
Self { player, index } | ||
} | ||
} |
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