protected override void OnCreate() { var world = World.DefaultGameObjectInjectionWorld; updatePlayerStateSystem = world.GetOrCreateSystem <UpdatePlayerStateSystem>(); stateIdleSystem = world.GetOrCreateSystem <StateIdleSystem>(); stateMovingSystem = world.GetOrCreateSystem <StateMovingSystem>(); stateAttackingSystem = world.GetOrCreateSystem <StateAttackingSystem>(); enemyTargetSystem = world.GetOrCreateSystem <EnemyTargetSystem>(); stateDyingSystem = world.GetOrCreateSystem <StateDyingSystem>(); stateDashingSystem = world.GetOrCreateSystem <StateDashingSystem>(); dashSystem = world.GetOrCreateSystem <DashSystem>(); moveVelocitySystem = world.GetOrCreateSystem <MoveVelocitySystem>(); stateReloadingSystem = world.GetOrCreateSystem <StateReloadingSystem>(); retrieveGunEventSystem = world.GetOrCreateSystem <RetrieveGunEventSystem>(); var initialize = world.GetOrCreateSystem <LateInitializeManager>(); initialize.AddSystemToUpdateList(updatePlayerStateSystem); initialize.AddSystemToUpdateList(stateIdleSystem); initialize.AddSystemToUpdateList(stateMovingSystem); initialize.AddSystemToUpdateList(stateAttackingSystem); initialize.AddSystemToUpdateList(enemyTargetSystem); initialize.AddSystemToUpdateList(stateDyingSystem); initialize.AddSystemToUpdateList(stateReloadingSystem); initialize.AddSystemToUpdateList(stateDashingSystem); initialize.AddSystemToUpdateList(retrieveGunEventSystem); initialize.AddSystemToUpdateList(dashSystem); initialize.AddSystemToUpdateList(moveVelocitySystem); initialize.SortSystemUpdateList(); }
private IProduct ParseProduct(string productIDString) { if (!uint.TryParse(productIDString, out uint productID)) { return(null); } return(DashSystem.GetProductByID(productID)); }
private static void Main() { IDashSystem dashSystem = new DashSystem(); IDashSystemUI ui = new DashSystemCLI(dashSystem); new DashSystemController(ui, dashSystem); ui.Start(); }
public PlayerGroundedSuperState(PlayerFSM stateMachine, Player player) { _stateMachine = stateMachine; _player = player; _input = player.Input; _data = player.Data; _groundDetector = player.EnvironmentDetector.GroundDetector; _ceilingDetector = player.EnvironmentDetector.CeilingDetector; _dashSystem = player.DashSystem; }
public PlayerWallSuperState(PlayerFSM stateMachine, Player player) { _stateMachine = stateMachine; _player = player; _data = player.Data; _movement = player.Movement; _input = player.Input; _groundDetector = player.EnvironmentDetector.GroundDetector; _wallDetector = player.EnvironmentDetector.WallDetector; _dashSystem = player.DashSystem; }
public PlayerLandState(PlayerFSM stateMachine, Player player) : base(stateMachine, player) { _stateMachine = stateMachine; _player = player; _animator = player.PlayerAnimator; _input = player.Input; _data = player.Data; _sfx = player.SFX; _dashSystem = player.DashSystem; _jumpDust = player.Visuals.JumpDust; }
public PlayerGroundAttackState(PlayerFSM stateMachine, Player player) { _stateMachine = stateMachine; _animator = player.PlayerAnimator; _movement = player.Movement; _data = player.Data; _input = player.Input; _weaponSystem = player.WeaponSystem; _dashSystem = player.DashSystem; _weaponData = player.WeaponSystem.EquippedWeapon; _groundDetector = player.EnvironmentDetector.GroundDetector; }
public PlayerJumpState(PlayerFSM stateMachine, Player player) { _stateMachine = stateMachine; _player = player; _animator = player.PlayerAnimator; _movement = player.Movement; _input = player.Input; _data = player.Data; _groundDetector = player.EnvironmentDetector.GroundDetector; _dashSystem = player.DashSystem; _sfx = player.SFX; _jumpDust = player.Visuals.JumpDust; }
public PlayerFallingState(PlayerFSM stateMachine, Player player) { _stateMachine = stateMachine; _player = player; _animator = player.PlayerAnimator; _movement = player.Movement; _data = player.Data; _input = player.Input; _groundDetector = player.EnvironmentDetector.GroundDetector; _wallDetector = player.EnvironmentDetector.WallDetector; _aboveWallDetector = player.EnvironmentDetector.AboveWallDetector; _dashSystem = player.DashSystem; }
private IUser ParseUser(string username) { return(DashSystem.GetUserByUsername(username)); }
protected override void OnUpdate() { Entities.WithNone <SendRpcCommandRequestComponent>().ForEach((Entity reqEnt, ref GoInGameRequest req, ref ReceiveRpcCommandRequestComponent reqSrc) => { PostUpdateCommands.AddComponent <NetworkStreamInGame>(reqSrc.SourceConnection); UnityEngine.Debug.Log(String.Format("Server setting connection {0} to in game", EntityManager.GetComponentData <NetworkIdComponent>(reqSrc.SourceConnection).Value)); var ghostCollection = GetSingleton <GhostPrefabCollectionComponent>(); //var serverPrefabs = EntityManager.GetBuffer<GhostPrefabBuffer>(ghostCollection.serverPrefabs); //for (int ghostId = 0; ghostId < serverPrefabs.Length; ++ghostId) //{ // if (EntityManager.HasComponent<MovableCubeComponent>(serverPrefabs[ghostId].Value)) // prefab = serverPrefabs[ghostId].Value; //} // old implementation, was deprecated annoyingly //var ghostId = NetAgentGhostSerializerCollection.FindGhostType<AgentSnapshotData>(); var ghostId = 0; var prefab = EntityManager.GetBuffer <GhostPrefabBuffer>(ghostCollection.serverPrefabs)[ghostId].Value; var player = EntityManager.Instantiate(prefab); Entity sword = SwordSystem.AddAbility(player, EntityManager, ghostCollection); Entity shield = ShieldSystem.AddAbility(player, EntityManager, ghostCollection); ghostId = 4; prefab = EntityManager.GetBuffer <GhostPrefabBuffer>(ghostCollection.serverPrefabs)[ghostId].Value; var hurtbox = EntityManager.Instantiate(prefab); EntityManager.SetComponentData(hurtbox, new OwningPlayer { Value = player }); EntityManager.AddBuffer <Hit>(hurtbox); ghostId = 5; prefab = EntityManager.GetBuffer <GhostPrefabBuffer>(ghostCollection.serverPrefabs)[ghostId].Value; var shieldHitbox = EntityManager.Instantiate(prefab); EntityManager.SetComponentData(shieldHitbox, new OwningPlayer { Value = player }); EntityManager.SetComponentData(shieldHitbox, new AssociatedEntity { Value = shield }); EntityManager.AddBuffer <Hit>(shieldHitbox); EntityManager.SetComponentData(player, new AgentComponent { PlayerId = EntityManager.GetComponentData <NetworkIdComponent>(reqSrc.SourceConnection).Value }); InitializeAgent(player); PostUpdateCommands.AddBuffer <AgentInput>(player); PostUpdateCommands.SetComponent(reqSrc.SourceConnection, new CommandTargetComponent { targetEntity = player }); PostUpdateCommands.DestroyEntity(reqEnt); Entity dash1 = DashSystem.AddAbility(player, 1, 1000, 7, new float3(0, 0, 1), KeyCode.A, EntityManager, ghostCollection); Entity dash2 = DashSystem.AddAbility(player, 1, 1000, 7, new float3(0, 0, -1), KeyCode.S, EntityManager, ghostCollection); Entity dash3 = DashSystem.AddAbility(player, 1, 1000, 7, new float3(1, 0, 0), KeyCode.D, EntityManager, ghostCollection); Entity dash4 = DashSystem.AddAbility(player, 1, 1000, 7, new float3(-1, 0, 0), KeyCode.F, EntityManager, ghostCollection); //#if (!UNITY_EDITOR) //GameObject animate_prefab = Resources.Load<GameObject>("Prefabs/gladiator"); //GameObject obj = UnityEngine.Object.Instantiate(animate_prefab); // setup pointer to entity from object //obj.GetComponent<PlayerMono>().entity = player; // setup pointers to entities from sword object //var swordObj = obj.transform.Find("CharArmature/Pelvis/Ribcage/Chest/Shoulder.R/UpperArm.R/Forearm.R/Hand.R/SwordArmature/Bone/Sword"); //SwordMono swordMono = swordObj.GetComponent<SwordMono>(); //swordMono.entity = sword; //swordMono.player = player; //EntityManager.AddComponentObject(sword, swordMono); //var shieldObj = obj.transform.Find("CharArmature/Pelvis/Ribcage/Chest/Shoulder.L/UpperArm.L/Forearm.L/ShieldArmature/Bone.001/Shield"); //ShieldMono shieldMono = shieldObj.GetComponent<ShieldMono>(); //shieldMono.entity = shield; //shieldMono.player = player; //EntityManager.AddComponentObject(shield, shieldMono); //obj.transform.localScale *= 0.5f; //EntityManager.AddComponentObject(player, obj); PostUpdateCommands.AddComponent <AnimationInitialized>(player); //#endif }); }