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)); }
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); }
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; }
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; }
public override void Initialize(IEventSystem eventSystem, IPoolManager poolManager, GroupFactory groupFactory, PrefabFactory prefabFactory) { base.Initialize(eventSystem, poolManager, groupFactory, prefabFactory); Network = LockstepFactory.Create(); }
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(); }