Beispiel #1
0
        protected override IEnumerable <(int tag, Type type, Action <Entity, EntityManager> init)> ComponentDescriptions()
        {
            yield return(CS_D, typeof(OnCreateMessage), /**/ null);

            yield return(CS_M, typeof(OnDestroyMessage), /**/ null);

            yield return(CS_D, typeof(Actor), /**/ (e, m) => m.SetComponentData(e, new Actor {
                actorType = actorType
            }));

            yield return(CS_D, typeof(ActorOwner), /**/ null);

            yield return(C__D, typeof(ActorId), /**/ null);

            yield return(_S_D, typeof(ActorVisibleDistanceOnCD), /**/ (e, m) => m.SetComponentData(e, new ActorVisibleDistanceOnCD {
                isUnlimited = true
            }));

            yield return(_S_D, typeof(ActorVisibleDistanceOnSync), /**/ (e, m) => m.SetComponentData(e, new ActorVisibleDistanceOnSync {
                syncType = SyncActorType.RB_Translation_Rotation_Velocity, perFrame = PerFrame._5
            }));

            yield return(_S_P, typeof(EntityBehaviour), /**/ EntityBehaviour._initComponent);

            yield return(C__P, typeof(EntityBehaviour), /**/ EntityBehaviour._removeComponent);

            yield return(CS_D, typeof(Transform), /**/ null);

            yield return(CS_D, typeof(Transform_Out), /**/ null);

            yield return(CS_D, typeof(Translation), /**/ null);

            yield return(CS_D, typeof(Rotation), /**/ null);

            yield return(_S_D, typeof(Transform_In), /**/ null);                   //这里可以忽略parent的坐标

            yield return(C__D, typeof(TransformSmooth_In), /**/ (e, m) => m.SetComponentData(e, new TransformSmooth_In {
                smoothTime = smoothTime, rotationLerpT = rotationLerpT
            }));

            yield return(CS_D, typeof(Rigidbody), /**/ (e, m) => _initRigidbody(e, m, mass, linearDrag, angularDrag));

            yield return(_S_D, typeof(Rigidbody_Out), /**/ null);

            yield return(CS_D, typeof(RigidbodyVelocity), /**/ null);

            yield return(CS_D, typeof(Rigidbody_In), /**/ null);

            if (followParent)
            {
                yield return(_S_D, typeof(ParentTransform_Out), /**/ null);

                yield return(_S_D, typeof(ParentRotation_Out), /**/ null);

                yield return(_S_D, typeof(RigidbodyForce), /**/ null);

                yield return(_S_D, typeof(RigidbodyTorque), /**/ null);
            }

            yield return(_S_P, typeof(OnTrigger), /**/ (e, m) => OnTrigger._initComponent(m.GetComponentObject <Transform>(e).GetChild(OnTrigger_TransformIndex).GetComponent <OnTrigger>(), e, m, false, true, false, false));

            yield return(C__P, typeof(OnTrigger), /**/ (e, m) => OnTrigger._removeComponent(m.GetComponentObject <Transform>(e).GetChild(OnTrigger_TransformIndex), e, m));

            yield return(_S_D, typeof(PhysicsTriggerResults), /**/ null);

            yield return(_S_D, typeof(FindTraceTarget), /**/ (e, m) => m.SetComponentData(e, new FindTraceTarget {
                lostTargetEnable = true, targetVelocityScale = targetVelocityScale
            }));

            yield return(_S_D, typeof(TracePoint), /**/ null);

            yield return(_S_D, typeof(ControlForceDirection), /**/ (e, m) => m.SetComponentData(e, new ControlForceDirection {
                zeroEnable = true, force = force, maxVelocity = maxVelocity
            }));

            yield return(_S_D, typeof(ControlTorqueDirection), /**/ null);

            yield return(_S_D, typeof(ControlTorqueAngular), /**/ (e, m) => m.SetComponentData(e, new ControlTorqueAngular {
                zeroEnable = true, torque = torque, maxTorque = maxTorque
            }));

            yield return(CS_D, typeof(ActorAttribute3 <_HP>), /**/ (e, m) => m.SetComponentData(e, new ActorAttribute3 <_HP> {
                max = HP, regain = HPRegain, value = HP
            }));

            yield return(_S_D, typeof(ActorAttribute3Modifys <_HP>), /**/ null);

            yield return(_S_D, typeof(KillersOnActorDeath), /**/ null);

            yield return(_S_D, typeof(ActorScoreTag), /**/ null);

            yield return(CS_D, typeof(ActorAttribute3 <_Power>), /**/ (e, m) => m.SetComponentData(e, new ActorAttribute3 <_Power> {
                max = power, regain = powerRegain, value = power
            }));

            yield return(_S_D, typeof(ActorAttribute3Modifys <_Power>), /**/ null);

            yield return(_S_D, typeof(ShipSlotList), /**/ null);

            yield return(_S_D, typeof(ShipWeaponArray), /**/ null);

            yield return(CS_D, typeof(Ship), /**/ null);

            yield return(CS_D, typeof(Battery), /**/ null);
        }
Beispiel #2
0
        protected override IEnumerable <(int tag, Type type, Action <Entity, EntityManager> init)> ComponentDescriptions()
        {
            yield return(CS_D, typeof(OnCreateMessage), /**/ null);

            yield return(CS_M, typeof(OnDestroyMessage), /**/ null);

            yield return(CS_D, typeof(Actor), /**/ (e, m) => m.SetComponentData(e, new Actor {
                actorType = actorType
            }));

            yield return(CS_D, typeof(ActorOwner), /**/ null);

            yield return(C__D, typeof(ActorId), /**/ null);

            yield return(CS_D, typeof(ActorLifetime), /**/ (e, m) => m.SetComponentData(e, new ActorLifetime {
                lifetime = lifetime, value = lifetime
            }));

            yield return(_S_D, typeof(ActorVisibleDistanceOnCD), /**/ (e, m) => m.SetComponentData(e, new ActorVisibleDistanceOnCD {
                isUnlimited = false
            }));

            yield return(_S_D, typeof(ActorVisibleDistanceOnSync), /**/ (e, m) => m.SetComponentData(e, new ActorVisibleDistanceOnSync
            {
                syncType = SyncActorType.RB_Translation_Rotation_Velocity, perFrame = autoExplosionByTouch ? PerFrame._5 : PerFrame._3
            }));

            yield return(_S_P, typeof(EntityBehaviour), /**/ EntityBehaviour._initComponent);

            yield return(C__P, typeof(EntityBehaviour), /**/ EntityBehaviour._removeComponent);


            yield return(CS_D, typeof(Transform), /**/ null);

            yield return(_S_D, typeof(Transform_Out), /**/ null);                    //有刚体才需要有Transform_Out 需要把刚体模拟后的坐标传回给Translation,Rotation, 只有服务器需要

            yield return(CS_D, typeof(Translation), /**/ null);

            yield return(CS_D, typeof(Rotation), /**/ null);

            yield return(_S_D, typeof(Transform_In_OnCreate), /**/ null);            //通过控制刚体来控制Transform 所以这里只需要初始化时给Transform赋值就可以了

            yield return(C__D, typeof(TransformSmooth_In), /**/ (e, m) => m.SetComponentData(e, new TransformSmooth_In {
                smoothTime = smoothTime, rotationLerpT = rotationLerpT
            }));

            yield return(CS_D, typeof(Rigidbody), /**/ (e, m) => _initRigidbody(e, m, mass, linearDrag, angularDrag));

            yield return(_S_D, typeof(Rigidbody_Out), /**/ null);

            yield return(CS_D, typeof(RigidbodyVelocity), /**/ null);

            yield return(CS_D, typeof(Rigidbody_In), /**/ null);

            if (autoExplosionByTouch == false)
            {
                yield return(_S_D, typeof(RigidbodyForce), /**/ null);

                yield return(_S_D, typeof(RigidbodyTorque), /**/ null);
            }

            //yield return (_S, typeof(ActorAttribute3Base<_HP>),       /**/ (e, m) => m.SetComponentData(e, new ActorAttribute3Base<_HP> { max = HP, regain = HPRegain }));
            yield return(_S_D, typeof(ActorAttribute3 <_HP>), /**/ (e, m) => m.SetComponentData(e, new ActorAttribute3 <_HP> {
                max = hp, regain = 0f, value = hp
            }));

            yield return(_S_D, typeof(ActorAttribute3Modifys <_HP>), /**/ null);

            yield return(_S_D, typeof(KillersOnActorDeath), /**/ null);

            yield return(_S_D, typeof(ActorCreateOnDestroy), /**/ (e, m) => m.SetComponentData(e, new ActorCreateOnDestroy {
                actorType = (short)explosionType, offset = explosionOffset
            }));

            yield return(CS_D, typeof(WeaponCreator), /**/ null);

            yield return(C__D, typeof(WeaponFireFx), /**/ null);


            if (findTarget)
            {
                yield return(_S_P, typeof(OnTrigger), /**/ (e, m) => OnTrigger._initComponent(m.GetComponentObject <Transform>(e).GetChild(OnTrigger_TransformIndex).GetComponent <OnTrigger>(), e, m, false, true, false, false));

                yield return(C__P, typeof(OnTrigger), /**/ (e, m) => OnTrigger._removeComponent(m.GetComponentObject <Transform>(e).GetChild(OnTrigger_TransformIndex), e, m));

                yield return(_S_D, typeof(PhysicsTriggerResults), /**/ null);

                yield return(_S_D, typeof(FindTraceTarget), /**/ (e, m) => m.SetComponentData(e, new FindTraceTarget {
                    targetVelocityScale = targetVelocityScale
                }));

                yield return(_S_D, typeof(TracePoint), /**/ null);

                yield return(_S_D, typeof(TraceDirectionData), /**/ (e, m) => m.SetComponentData(e, new TraceDirectionData {
                    enable = false, targetAngleOffset = float.MaxValue, lastTargetAngleOffset = float.MaxValue
                }));

                yield return(_S_D, typeof(TraceDirection), /**/ null);

                yield return(_S_D, typeof(ControlForceDirection), /**/ (e, m) => m.SetComponentData(e, new ControlForceDirection {
                    force = force, maxVelocity = maxVelocity,
                }));

                yield return(_S_D, typeof(ControlTorqueDirection), /**/ null);

                yield return(_S_D, typeof(ControlTorqueAngular), /**/ (e, m) => m.SetComponentData(e, new ControlTorqueAngular {
                    torque = torque, maxTorque = maxTorque,
                }));
            }
            else if (gotoTargetPoint)
            {
                yield return(_S_D, typeof(TracePoint), /**/ null);

                yield return(_S_D, typeof(TraceDirectionData), /**/ (e, m) => m.SetComponentData(e, new TraceDirectionData {
                    enable = true, cancelOnGotoTargetPoint = cancelOnGotoTargetPoint, cancelAngle = cancelAngle, targetAngleOffset = float.MaxValue, lastTargetAngleOffset = float.MaxValue
                }));

                yield return(_S_D, typeof(TraceDirection), /**/ null);

                yield return(_S_D, typeof(ControlForceDirection), /**/ (e, m) => m.SetComponentData(e, new ControlForceDirection {
                    force = force, maxVelocity = maxVelocity,
                }));

                yield return(_S_D, typeof(ControlTorqueDirection), /**/ null);

                yield return(_S_D, typeof(ControlTorqueAngular), /**/ (e, m) => m.SetComponentData(e, new ControlTorqueAngular {
                    torque = torque, maxTorque = maxTorque,
                }));
            }
            else if (autoExplosionByTouch == false)
            {
                yield return(_S_D, typeof(ControlForceDirection), /**/ (e, m) => m.SetComponentData(e, new ControlForceDirection {
                    force = force, maxVelocity = maxVelocity,
                }));

                yield return(_S_D, typeof(ControlTorqueDirection), /**/ null);

                yield return(_S_D, typeof(ControlTorqueAngular), /**/ (e, m) => m.SetComponentData(e, new ControlTorqueAngular {
                    torque = torque, maxTorque = maxTorque,
                }));
            }

            if (layerMask != 0)
            {
                yield return(_S_D, typeof(OnPhysicsCallMessage), /**/ null);

                yield return(_S_D, typeof(ChildTransform_Out), /**/ (e, m) => m.SetComponentData(e, new ChildTransform_Out {
                    childIndex0 = Raycast_TransformIndex, childIndex1 = -1,
                }));

                yield return(_S_D, typeof(LastPosition), /**/ null);

                yield return(_S_D, typeof(PhysicsLinecast), /**/ (e, m) => m.SetComponentData(e, new PhysicsLinecast {
                    layerMask = layerMask
                }));

                yield return(_S_D, typeof(PhysicsRaycastResults), /**/ null);
            }

            if (autoExplosionByAngle)
            {
                yield return(_S_D, typeof(MissileAutoExplosionByAngle), /**/ null);
            }

            if (autoExplosionByTouch)
            {
                yield return(_S_P, typeof(OnTrigger), /**/ (e, m) => OnTrigger._initComponent(m.GetComponentObject <Transform>(e).GetChild(OnTrigger_TransformIndex).GetComponent <OnTrigger>(), e, m, false, true, false, false));

                yield return(C__P, typeof(OnTrigger), /**/ (e, m) => OnTrigger._removeComponent(m.GetComponentObject <Transform>(e).GetChild(OnTrigger_TransformIndex), e, m));

                yield return(_S_D, typeof(PhysicsTriggerResults), /**/ null);

                yield return(_S_D, typeof(MissileAutoExplosionByTouche), /**/ (e, m) => m.SetComponentData(e, new MissileAutoExplosionByTouche {
                    beginForce = beginForce, beginTorque = beginTorque,
                }));
            }


            yield return(_S_D, typeof(MissilePhysics), /**/ (e, m) => m.SetComponentData(e, new MissilePhysics
            {
                accelerateByFindTarget = accelerateByFindTarget,
                forceByTarget = forceByTarget,
                maxVelocityByTarget = maxVelocityByTarget,
            }));

            yield return(_S_D, typeof(Missile), /**/ null);
        }