Beispiel #1
0
 public static void AddGameLogicSystems(World world)
 {
     AddLifecycleSystems(world);
     TransformSynchronizationHelper.AddServerSystems(world);
     PlayerLifecycleHelper.AddServerSystems(world);
     GameObjectCreationHelper.EnableStandardGameObjectCreation(world);
 }
 protected override void HandleWorkerConnectionEstablished()
 {
     Worker.World.GetOrCreateManager <MetricSendSystem>();
     PlayerLifecycleHelper.AddServerSystems(Worker.World);
     GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World);
     TransformSynchronizationHelper.AddServerSystems(Worker.World);
 }
Beispiel #3
0
        protected override void HandleWorkerConnectionEstablished()
        {
            Worker.World.GetOrCreateSystem <MetricSendSystem>();
            PlayerLifecycleHelper.AddServerSystems(Worker.World);

            Worker.World.AddSystem(new TimeResponseSystem());
            Debug.Log("Response");
        }
Beispiel #4
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        public static void AddStrategyLogicSystems(World world, EntityRepresentationMapping entityRepresentationMapping)
        {
            TransformSynchronizationHelper.AddServerSystems(world);
            PlayerLifecycleHelper.AddServerSystems(world);
            GameObjectCreationHelper.EnableStandardGameObjectCreation(world, entityRepresentationMapping);

            world.GetOrCreateSystem <ProcessLaunchCommandSystem>();
            world.GetOrCreateSystem <MetricSendSystem>();
            //world.GetOrCreateSystem<ArmyCloudUpdateSystem>();
        }
Beispiel #5
0
    protected override void HandleWorkerConnectionEstablished()
    {
        Debug.Log("Server connection established");
        var world = Worker.World;

        PlayerLifecycleHelper.AddServerSystems(world);
        GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World, entityRepresentationMapping);

        // Add server systems
    }
        protected override void HandleWorkerConnectionEstablished()
        {
            Worker.World.GetOrCreateSystem <MetricSendSystem>();
            PlayerLifecycleHelper.AddServerSystems(Worker.World);
            GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World);

            if (level != null)
            {
                levelInstance = Instantiate(level, transform.position, transform.rotation);
            }
        }
Beispiel #7
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 public static void AddGameLogicSystems(World world)
 {
     AddLifecycleSystems(world);
     TransformSynchronizationHelper.AddServerSystems(world);
     PlayerLifecycleHelper.AddServerSystems(world);
     GameObjectCreationHelper.EnableStandardGameObjectCreation(world);
     world.GetOrCreateManager <CubeMovementSystem>();
     world.GetOrCreateManager <TriggerColorChangeSystem>();
     world.GetOrCreateManager <ProcessLaunchCommandSystem>();
     world.GetOrCreateManager <ProcessRechargeSystem>();
     world.GetOrCreateManager <MetricSendSystem>();
     world.GetOrCreateManager <ProcessScoresSystem>();
     world.GetOrCreateManager <CollisionProcessSystem>();
 }
        protected override void HandleWorkerConnectionEstablished()
        {
            Worker.World.GetOrCreateSystem <MetricSendSystem>();
            PlayerLifecycleHelper.AddServerSystems(Worker.World);
            var gameObjectCreator = new GameObjectCreatorFromTransform(WorkerType, transform.position);

            GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World, gameObjectCreator, entityRepresentationMapping);
            TransformSynchronizationHelper.AddServerSystems(Worker.World);
            // if no level make one....
            if (level == null)
            {
                return;
            }

            levelInstance = Instantiate(level, transform.position, transform.rotation);
        }
Beispiel #9
0
        protected override void HandleWorkerConnectionEstablished()
        {
            var world = Worker.World;

            PlayerLifecycleHelper.AddServerSystems(world);
            GameObjectCreationHelper.EnableStandardGameObjectCreation(world, entityRepresentationMapping);

            // Shooting
            world.GetOrCreateSystem <ServerShootingSystem>();

            // Metrics
            world.GetOrCreateSystem <MetricSendSystem>();

            // Health
            world.GetOrCreateSystem <ServerHealthModifierSystem>();
            world.GetOrCreateSystem <HealthRegenSystem>();
        }
Beispiel #10
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        protected override void HandleWorkerConnectionEstablished()
        {
            var world = Worker.World;

            PlayerLifecycleHelper.AddServerSystems(world);
            GameObjectCreationHelper.EnableStandardGameObjectCreation(world);

            // Shooting
            world.GetOrCreateManager <ServerShootingSystem>();
            world.GetOrCreateManager <Pol.PolSystem>();

            // Metrics
            world.GetOrCreateManager <MetricSendSystem>();

            // Health
            world.GetOrCreateManager <ServerHealthModifierSystem>();
            world.GetOrCreateManager <HealthRegenSystem>();

            base.HandleWorkerConnectionEstablished();
        }
Beispiel #11
0
 public static void AddGameLogicSystems(World world)
 {
     TransformSynchronizationHelper.AddServerSystems(world);
     PlayerLifecycleHelper.AddServerSystems(world);
     world.GetOrCreateSystem <ProcessLaunchCommandSystem>();
     world.GetOrCreateSystem <ProcessRechargeSystem>();
     world.GetOrCreateSystem <MetricSendSystem>();
     world.GetOrCreateSystem <ProcessScoresSystem>();
     world.GetOrCreateSystem <CollisionProcessSystem>();
     world.GetOrCreateSystem <RootPostureSyncSystem>();
     //world.GetOrCreateSystem<PostureAnimationSyncSystem>();
     world.GetOrCreateSystem <AimAnimationLocalSystem>();
     world.GetOrCreateSystem <BaseUnitMovementSystem>();
     world.GetOrCreateSystem <BaseUnitSightSystem>();
     //world.GetOrCreateSystem<BaseUnitPhysicsSystem>();
     world.GetOrCreateSystem <BaseUnitSearchSystem>();
     world.GetOrCreateSystem <BaseUnitActionSystem>();
     world.GetOrCreateSystem <CommanderUnitSearchSystem>();
     //world.GetOrCreateSystem<CommanderActionSystem>();
     //world.GetOrCreateSystem<BoidsUpdateSystem>();
     world.GetOrCreateSystem <UnitFactorySystem>();
     world.GetOrCreateSystem <StrategyOrderManagerSystem>();
     //world.GetOrCreateSystem<ResourceSupplyManagerSystem>();
     //world.GetOrCreateSystem<UnitArmyObserveSystem>();
     //world.GetOrCreateSystem<CommandersManagerSystem>();
     world.GetOrCreateSystem <StrategyHexAccessPortalUpdateSystem>();
     world.GetOrCreateSystem <DominationSystem>();
     world.GetOrCreateSystem <StrongholdSearchSystem>();
     world.GetOrCreateSystem <StrongholdActionSystem>();
     world.GetOrCreateSystem <BulletMovementSystem>();
     world.GetOrCreateSystem <BaseUnitReviveTimerSystem>();
     world.GetOrCreateSystem <FieldQueryServerSystem>();
     world.GetOrCreateSystem <HexBaseSystem>();
     world.GetOrCreateSystem <HexUpdateSystem>();
     world.GetOrCreateSystem <HexPowerUpdateSystem>();
     world.GetOrCreateSystem <TurretUpdateSystem>();
     world.GetOrCreateSystem <SleepUpdateSystem>();
     world.GetOrCreateSystem <VirtualArmyUpdateSystem>();
     world.GetOrCreateSystem <LocalTimerUpdateSystem>();
     world.GetOrCreateSystem <TimerSynchronizeSystem>();
 }
        public static void AddGameLogicSystems(World world, UnityEngine.GameObject gameObject)
        {
            TransformSynchronizationHelper.AddServerSystems(world);
            PlayerLifecycleHelper.AddServerSystems(world);
            GameObjectCreationHelper.EnableStandardGameObjectCreation(world, gameObject);

            world.GetOrCreateSystem <ProcessLaunchCommandSystem>();
            world.GetOrCreateSystem <ProcessRechargeSystem>();
            world.GetOrCreateSystem <MetricSendSystem>();
            world.GetOrCreateSystem <ProcessScoresSystem>();
            world.GetOrCreateSystem <CollisionProcessSystem>();
            world.GetOrCreateSystem <BaseUnitMovementSystem>();
            world.GetOrCreateSystem <BaseUnitSearchSystem>();
            world.GetOrCreateSystem <BaseUnitActionSystem>();
            world.GetOrCreateSystem <CommanderUnitSearchSystem>();
            world.GetOrCreateSystem <CommanderActionSystem>();
            world.GetOrCreateSystem <UnitFactorySystem>();
            //world.GetOrCreateSystem<HQOrganizeSystem>();
            //world.GetOrCreateSystem<UnitArmyObserveSystem>();
            world.GetOrCreateSystem <CommandersManagerSystem>();
            world.GetOrCreateSystem <BulletMovementSystem>();
            world.GetOrCreateSystem <BaseUnitReviveTimerSystem>();
            world.GetOrCreateSystem <FieldQueryServerSystem>();
        }
Beispiel #13
0
 protected override void HandleWorkerConnectionEstablished()
 {
     Worker.World.GetOrCreateManager <MetricSendSystem>();
     PlayerLifecycleHelper.AddServerSystems(Worker.World);
 }
Beispiel #14
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 private void ConfigurePlayerLifeCycle(Unity.Entities.World world)
 {
     PlayerLifecycleHelper.AddServerSystems(world);
     GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World);
 }
 protected override void HandleWorkerConnectionEstablished()
 {
     PlayerLifecycleHelper.AddServerSystems(Worker.World);
     GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World);
 }
Beispiel #16
0
 protected override void HandleWorkerConnectionEstablished()
 {
     Worker.World.GetOrCreateSystem <MetricSendSystem>();
     PlayerLifecycleHelper.AddServerSystems(Worker.World);
     GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World, entityRepresentationMapping);
 }