| | 1 | | using System.Collections; |
| | 2 | | using System.Collections.Generic; |
| | 3 | | using DCL.Controllers; |
| | 4 | | using DCL.Models; |
| | 5 | | using UnityEngine; |
| | 6 | |
|
| | 7 | | namespace DCL.Builder |
| | 8 | | { |
| | 9 | | // TODO: When we have the new ECS, we will implement this functionality |
| | 10 | | public class ECSComponentSenderHandler : IComponentSendHandler |
| | 11 | | { |
| 0 | 12 | | public void SendNewEntityToKernel(string sceneId, long entityId, ProtocolV2.ComponentPayload[] componentsPayload |
| 0 | 13 | | public void ChangeEntityComponent(ProtocolV2.EntitySingleComponentPayload payload, IParcelScene scene) { throw n |
| 0 | 14 | | public void EntityTransformReport(IDCLEntity entity, IParcelScene scene) { throw new System.NotImplementedExcept |
| 0 | 15 | | public void RemoveEntityOnKernel(long entityId, IParcelScene scene) { throw new System.NotImplementedException() |
| | 16 | | } |
| | 17 | | } |