package ei.game.network.entities; import ei.engine.math.Vector2i; import ei.game.gamestate.InGameState; import ei.game.player.Player; import ei.game.scene.units.Unit; public abstract class NetworkUnit extends Unit{ private static int nextId; private int unitId = -1; public NetworkUnit(int l, Player p) { super(l, p); unitId = nextId; nextId++; } public NetworkUnit(int l, Vector2i pos, Player p) { super(l, pos, p); unitId = nextId; nextId++; } public int getUnitId(){ return unitId; } protected void move(int x, int y, boolean b) { if(!InGameState.isNetwork()){ super.move(x, y, b); } else{ } } public void attack(Vector2i target, boolean play) { if(!InGameState.isNetwork()){ super.attack(target, play); } else{ } } public void remove(){ if(!InGameState.isNetwork()){ super.remove(); } else{ } } public void setPos(int x, int y) { if(!InGameState.isNetwork()){ super.setPos(x, y); } else{ } } public void forcePos(int x, int y){ if(!InGameState.isNetwork()){ super.forcePos(x, y); } else{ } } public void update() { if(!InGameState.isNetwork()){ super.update(); } else{ } } }