public override void Initialize(IEventSystem eventSystem, IPoolManager poolManager, GroupFactory groupFactory, PrefabFactory prefabFactory)
 {
     base.Initialize(eventSystem, poolManager, groupFactory, prefabFactory);
     Network           = LockstepFactory.Create(priority: (int)LockstepSettings.Priority.Debug);
     NetwrokTimeline   = Network.CreateTimeline(typeof(EventInput));
     NetworkIdentities = this.Create(typeof(NetworkIdentityComponent), typeof(ViewComponent));
 }
Beispiel #2
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 public override void Initialize(IEventSystem eventSystem, IPoolManager poolManager, GroupFactory groupFactory, PrefabFactory prefabFactory)
 {
     base.Initialize(eventSystem, poolManager, groupFactory, prefabFactory);
     BulletComponents = this.Create(typeof(BulletComponent), typeof(NetworkIdentityComponent), typeof(ViewComponent), typeof(CapsuleCollider));
     Network          = LockstepFactory.Create(BulletComponents, usePhysics: true);
     NetwrokTimeline  = Network.CreateTimeline(typeof(EventInput));
     InitializeMaterials();
 }
 public override void Initialize(IEventSystem eventSystem, IPoolManager poolManager, GroupFactory groupFactory, PrefabFactory prefabFactory)
 {
     base.Initialize(eventSystem, poolManager, groupFactory, prefabFactory);
     UserComponents          = this.Create(typeof(UserComponent), typeof(ViewComponent));
     NetworkPlayerComponents = this.Create(typeof(NetworkPlayerComponent), typeof(NetworkIdentityComponent));
     Network         = LockstepFactory.Create();
     NetwrokTimeline = Network.CreateTimeline(typeof(EventInput));
 }
    private void Update()
    {
        LockstepFactory.Update();
        UserInputs userInputs = LockstepUtility.GetUserInputs();

        byte[] dataBytes = MessagePackUtility.Serialize(userInputs);
        NetworkSystem.Publish(RequestCode.Input, dataBytes);
    }
 public override void Initialize(IEventSystem eventSystem, IPoolManager poolManager, GroupFactory groupFactory, PrefabFactory prefabFactory)
 {
     base.Initialize(eventSystem, poolManager, groupFactory, prefabFactory);
     ShootComponents = this.Create(typeof(PlayerControlComponent), typeof(NetworkIdentityComponent), typeof(ShootComponent), typeof(Animator), typeof(ViewComponent));
     Network         = LockstepFactory.Create(ShootComponents);
     NetwrokTimeline = Network.CreateTimeline(typeof(MouseInput), typeof(KeyInput), typeof(EventInput));
     BulletDAO       = new BulletDAO(Bullet, NameStr);
     WeaponDAO       = new WeaponDAO(Weapon, NameStr);
 }
Beispiel #6
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    public override void Initialize(IEventSystem eventSystem, IPoolManager poolManager, GroupFactory groupFactory, PrefabFactory prefabFactory)
    {
        base.Initialize(eventSystem, poolManager, groupFactory, prefabFactory);

        PlayerControlComponents = this.Create(typeof(PlayerControlComponent), typeof(CharacterController), typeof(ViewComponent));
        Network         = LockstepFactory.Create(PlayerControlComponents);
        NetwrokTimeline = Network.CreateTimeline(typeof(AxisInput), typeof(KeyInput), typeof(MouseInput));
        mainCamera      = Camera.main;
    }
Beispiel #7
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 public override void Initialize(IEventSystem eventSystem, IPoolManager poolManager, GroupFactory groupFactory, PrefabFactory prefabFactory)
 {
     base.Initialize(eventSystem, poolManager, groupFactory, prefabFactory);
     ThridPersonCameraComponents = this.Create(typeof(ThridPersonCameraComponent), typeof(CinemachineVirtualCamera), typeof(CinemachineCollider), typeof(ViewComponent));
     PlayerControlComponents     = this.Create(typeof(PlayerControlComponent), typeof(ShootComponent));
     CrosshairComponents         = this.Create(typeof(CrosshairComponent), typeof(ViewComponent));
     Network          = LockstepFactory.Create(PlayerControlComponents);
     NetwrokTimeline  = Network.CreateTimeline(typeof(EventInput));
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible   = false;
 }
Beispiel #8
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 public override void Initialize(IEventSystem eventSystem, IPoolManager poolManager, GroupFactory groupFactory, PrefabFactory prefabFactory)
 {
     base.Initialize(eventSystem, poolManager, groupFactory, prefabFactory);
     Network = LockstepFactory.Create();
 }
Beispiel #9
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 public override void Initialize(IEventSystem eventSystem, IPoolManager poolManager, GroupFactory groupFactory, PrefabFactory prefabFactory)
 {
     base.Initialize(eventSystem, poolManager, groupFactory, prefabFactory);
     Network         = LockstepFactory.Create();
     NetwrokTimeline = Network.CreateTimeline(typeof(EventInput));
 }
 private void FixedUpdate()
 {
     LockstepFactory.FixedUpdate();
 }