Beispiel #1
0
        static int _m_AddMonster(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityMMO.MonsterMgr gen_to_be_invoked = (UnityMMO.MonsterMgr)translator.FastGetCSObj(L, 1);



                {
                    long _uid    = LuaAPI.lua_toint64(L, 2);
                    long _typeID = LuaAPI.lua_toint64(L, 3);
                    UnityEngine.Vector3 _pos; translator.Get(L, 4, out _pos);
                    UnityEngine.Vector3 _targetPos; translator.Get(L, 5, out _targetPos);
                    float _curHp = (float)LuaAPI.lua_tonumber(L, 6);
                    float _maxHp = (float)LuaAPI.lua_tonumber(L, 7);

                    Unity.Entities.Entity gen_ret = gen_to_be_invoked.AddMonster(_uid, _typeID, _pos, _targetPos, _curHp, _maxHp);
                    translator.Push(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Beispiel #2
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        static int _m_AddMainRole(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityMMO.SceneMgr gen_to_be_invoked = (UnityMMO.SceneMgr)translator.FastGetCSObj(L, 1);



                {
                    long   _uid    = LuaAPI.lua_toint64(L, 2);
                    long   _typeID = LuaAPI.lua_toint64(L, 3);
                    string _name   = LuaAPI.lua_tostring(L, 4);
                    int    _career = LuaAPI.xlua_tointeger(L, 5);
                    UnityEngine.Vector3 _pos; translator.Get(L, 6, out _pos);
                    float _curHp = (float)LuaAPI.lua_tonumber(L, 7);
                    float _maxHp = (float)LuaAPI.lua_tonumber(L, 8);

                    Unity.Entities.Entity gen_ret = gen_to_be_invoked.AddMainRole(_uid, _typeID, _name, _career, _pos, _curHp, _maxHp);
                    translator.Push(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Beispiel #3
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        static int _m_AddSceneObject(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityMMO.SceneMgr gen_to_be_invoked = (UnityMMO.SceneMgr)translator.FastGetCSObj(L, 1);



                {
                    long   _uid     = LuaAPI.lua_toint64(L, 2);
                    string _content = LuaAPI.lua_tostring(L, 3);

                    Unity.Entities.Entity gen_ret = gen_to_be_invoked.AddSceneObject(_uid, _content);
                    translator.Push(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
 public void OnResetAuth(WorkerSystem worker, Entity entity, ref TransformInternal.Component transformComponent, Rigidbody rigidbody)
 {
     rigidbody.MovePosition(transformComponent.Location.ToUnityVector() + worker.Origin);
     rigidbody.MoveRotation(transformComponent.Rotation.ToUnityQuaternion());
     rigidbody.AddForce(transformComponent.Velocity.ToUnityVector() - rigidbody.velocity,
                        ForceMode.VelocityChange);
 }
Beispiel #5
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        static int _m_AddMainRole(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityMMO.SceneMgr gen_to_be_invoked = (UnityMMO.SceneMgr)translator.FastGetCSObj(L, 1);



                {
                    long _uid = LuaAPI.lua_toint64(L, 2);
                    UnityEngine.Vector3 _pos; translator.Get(L, 3, out _pos);

                    Unity.Entities.Entity gen_ret = gen_to_be_invoked.AddMainRole(_uid, _pos);
                    translator.Push(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
        public MonoBehaviourActivationManager(GameObject gameObject, RequiredFieldInjector injector,
                                              InjectableStore store, ILogDispatcher logger)
        {
            this.logger   = logger;
            this.store    = store;
            this.injector = injector;

            var spatialComponent = gameObject.GetComponent <SpatialOSComponent>();
            var workerType       = spatialComponent.Worker.WorkerType;

            entity = spatialComponent.Entity;

            foreach (var behaviour in gameObject.GetComponents <MonoBehaviour>())
            {
                if (ReferenceEquals(behaviour, null))
                {
                    continue;
                }

                var behaviourType = behaviour.GetType();
                if (injector.IsSpatialOSBehaviour(behaviourType))
                {
                    var componentReadRequirements = injector.GetComponentPresenceRequirements(behaviourType);
                    var componentAuthRequirements = injector.GetComponentAuthorityRequirements(behaviourType);
                    var workerTypeRequirements    =
                        injector.GetComponentWorkerTypeRequirementsForBehaviours(behaviourType);

                    if (workerTypeRequirements != null && !workerTypeRequirements.Contains(workerType))
                    {
                        // This behaviour does not want to be enabled for this worker.
                        RunWithExceptionHandling(() => behaviour.enabled = false);
                        continue;
                    }

                    var readRequirementCount = componentReadRequirements.Count;
                    var authRequirementCount = componentAuthRequirements.Count;

                    // This is the case when a MonoBehaviour only requires CommandRequestSenders.
                    if (readRequirementCount == 0 && authRequirementCount == 0)
                    {
                        behavioursToEnable.Add(behaviour);
                    }

                    if (readRequirementCount > 0)
                    {
                        AddBehaviourForComponentIds(behaviour, componentReadRequirements, behavioursRequiringComponentsPresent);
                    }

                    if (authRequirementCount > 0)
                    {
                        AddBehaviourForComponentIds(behaviour, componentAuthRequirements, behavioursRequiringComponentsWithAuth);
                    }

                    numUnsatisfiedRequirements[behaviour] = componentReadRequirements.Count + componentAuthRequirements.Count;

                    RunWithExceptionHandling(() => behaviour.enabled = false);
                }
            }
        }
 internal ReceivedResponse(DeleteEntityResponseOp op, Entity sendingEntity, Request req, long requestId)
 {
     SendingEntity  = sendingEntity;
     StatusCode     = op.StatusCode;
     Message        = op.Message;
     EntityId       = new EntityId(op.EntityId);
     RequestPayload = req;
     Context        = req.Context;
     RequestId      = requestId;
 }
Beispiel #8
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        protected override void OnUpdate(Entity targetEntity, UnitVisualBackend backend, UnitVisualAnimation animation)
        {
            var currAnim      = animation.CurrAnimation;
            var abilityEntity = AbilityFinder.GetAbility(backend.DstEntity);

            EntityManager.TryGetComponentData <AbilityState>(abilityEntity, out var abilityState);
            if (abilityEntity == default || (abilityState.Phase & EAbilityPhase.HeroActivation) == 0)
            {
                if (currAnim.Type == SystemType)
                {
                    animation.SetTargetAnimation(new TargetAnimation(default, previousType: currAnim.Type));
Beispiel #9
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                internal ReceivedResponse(CreateEntityResponseOp op, Entity sendingEntity, Request req, long requestId)
                {
                    SendingEntity  = sendingEntity;
                    StatusCode     = op.StatusCode;
                    Message        = op.Message;
                    RequestPayload = req;
                    Context        = req.Context;
                    RequestId      = requestId;

                    EntityId = op.EntityId.HasValue
                        ? new EntityId(op.EntityId.Value)
                        : (EntityId?)null;
                }
                internal ReceivedResponse(ReserveEntityIdsResponseOp op, Entity sendingEntity, Request req, long requestId)
                {
                    SendingEntity     = sendingEntity;
                    StatusCode        = op.StatusCode;
                    Message           = op.Message;
                    NumberOfEntityIds = op.NumberOfEntityIds;
                    RequestPayload    = req;
                    Context           = req.Context;
                    RequestId         = requestId;

                    FirstEntityId = op.FirstEntityId.HasValue
                        ? new EntityId(op.FirstEntityId.Value)
                        : (EntityId?)null;
                }
 public ReceivedResponse(
     Unity.Entities.Entity sendingEntity,
     EntityId entityId,
     string message,
     StatusCode statusCode,
     global::Improbable.Common.Empty?response,
     global::Improbable.Gdk.Health.HealthModifier request,
     System.Object context,
     long requestId)
 {
     SendingEntity   = sendingEntity;
     EntityId        = entityId;
     Message         = message;
     StatusCode      = statusCode;
     ResponsePayload = response;
     RequestPayload  = request;
     Context         = context;
     RequestId       = requestId;
 }
 public ReceivedResponse(
     Unity.Entities.Entity sendingEntity,
     EntityId entityId,
     string message,
     StatusCode statusCode,
     global::Improbable.TestSchema.SomeType?response,
     global::Improbable.TestSchema.SomeType request,
     global::System.Object context,
     long requestId)
 {
     SendingEntity   = sendingEntity;
     EntityId        = entityId;
     Message         = message;
     StatusCode      = statusCode;
     ResponsePayload = response;
     RequestPayload  = request;
     Context         = context;
     RequestId       = requestId;
 }
Beispiel #13
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 public ReceivedResponse(
     Unity.Entities.Entity sendingEntity,
     EntityId entityId,
     string message,
     StatusCode statusCode,
     global::Improbable.Gdk.Tests.ComponentsWithNoFields.Empty?response,
     global::Improbable.Gdk.Tests.ComponentsWithNoFields.Empty request,
     global::System.Object context,
     long requestId)
 {
     SendingEntity   = sendingEntity;
     EntityId        = entityId;
     Message         = message;
     StatusCode      = statusCode;
     ResponsePayload = response;
     RequestPayload  = request;
     Context         = context;
     RequestId       = requestId;
 }
 public ReceivedResponse(
     Unity.Entities.Entity sendingEntity,
     EntityId entityId,
     string message,
     StatusCode statusCode,
     global::Improbable.Gdk.Tests.BlittableTypes.SecondCommandResponse?response,
     global::Improbable.Gdk.Tests.BlittableTypes.SecondCommandRequest request,
     System.Object context,
     long requestId)
 {
     SendingEntity   = sendingEntity;
     EntityId        = entityId;
     Message         = message;
     StatusCode      = statusCode;
     ResponsePayload = response;
     RequestPayload  = request;
     Context         = context;
     RequestId       = requestId;
 }
 public ReceivedResponse(
     Unity.Entities.Entity sendingEntity,
     EntityId entityId,
     string message,
     StatusCode statusCode,
     global::Improbable.Gdk.PlayerLifecycle.CreatePlayerResponse?response,
     global::Improbable.Gdk.PlayerLifecycle.CreatePlayerRequest request,
     global::System.Object context,
     CommandRequestId requestId)
 {
     SendingEntity   = sendingEntity;
     EntityId        = entityId;
     Message         = message;
     StatusCode      = statusCode;
     ResponsePayload = response;
     RequestPayload  = request;
     Context         = context;
     RequestId       = requestId;
 }
Beispiel #16
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        public MonoBehaviourActivationManager(GameObject gameObject, RequiredFieldInjector injector,
                                              InjectableStore store, ILogDispatcher logger)
        {
            this.logger   = logger;
            this.store    = store;
            this.injector = injector;

            var spatialComponent = gameObject.GetComponent <SpatialOSComponent>();

            entity    = spatialComponent.Entity;
            spatialId = spatialComponent.SpatialEntityId;

            foreach (var behaviour in gameObject.GetComponents <MonoBehaviour>())
            {
                var behaviourType = behaviour.GetType();
                if (injector.HasRequiredFields(behaviourType))
                {
                    var componentReadRequirements = injector.GetComponentPresenceRequirements(behaviourType);
                    var componentAuthRequirements = injector.GetComponentAuthorityRequirements(behaviourType);
                    var readRequirementCount      = componentReadRequirements.Count;
                    var authRequirementCount      = componentAuthRequirements.Count;

                    if (readRequirementCount == 0 && authRequirementCount == 0)
                    {
                        behavioursToEnable.Add(behaviour);
                    }

                    if (readRequirementCount > 0)
                    {
                        AddBehaviourForComponentIds(behaviour, componentReadRequirements, behavioursRequiringComponentsPresent);
                    }

                    if (authRequirementCount > 0)
                    {
                        AddBehaviourForComponentIds(behaviour, componentAuthRequirements, behavioursRequiringComponentsWithAuth);
                    }

                    numUnsatisfiedRequirements[behaviour] = componentReadRequirements.Count + componentAuthRequirements.Count;

                    behaviour.enabled = false;
                }
            }
        }
        public VoxelHitData(Unity.Physics.RaycastHit _hit, Unity.Entities.Entity _entity)
        {
            rayInfo = _hit;

            hitTransform = GameMaster.Instance.entitiesToObjectMap[_entity];
            component    = hitTransform.GetComponent <VoxelComponent>();

            if (component == null)
            {
                return;
            }

            voxelObject = component.voxelObject;

            _hit.Position += (_hit.SurfaceNormal * 0.1f);   //  Pad the ray to penetrate into the voxel's space

            worldNormal = _hit.SurfaceNormal;
            worldNormal.Normalize();
            localNormal = hitTransform.InverseTransformDirection(_hit.SurfaceNormal);
            localNormal.Normalize();

            voxelPosition  = hitTransform.InverseTransformPoint(_hit.Position);
            voxelPosition -= (component.pivotPoint + (Vector3.one * 0.5f));  //  Offset to match voxel coordinates

            voxelPosition.x = (float)Math.Round(voxelPosition.x);
            voxelPosition.y = (float)Math.Round(voxelPosition.y);
            voxelPosition.z = (float)Math.Round(voxelPosition.z);

            voxelPosition -= localNormal;   //  Reverse centering

            localPosition = voxelPosition + component.pivotPoint + (Vector3.one * 0.5f);
            worldPosition = hitTransform.position + (hitTransform.rotation * localPosition);

            localFacePosition = (localPosition + localNormal);
            voxelFacePosition = (voxelPosition + localNormal);
            worldFacePosition = (worldPosition + worldNormal);

            atHit  = Coord3D.fromVector3(voxelPosition);     //  The coord of the voxel that was hit
            atFace = Coord3D.fromVector3(voxelFacePosition); //  The coord of the voxel at the face that was hit
        }
        static int _m_AddToEntityManager_xlua_st_(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);



                {
                    Unity.Entities.EntityManager _entityManager = (Unity.Entities.EntityManager)translator.GetObject(L, 1, typeof(Unity.Entities.EntityManager));
                    UnityEngine.GameObject       _gameObject    = (UnityEngine.GameObject)translator.GetObject(L, 2, typeof(UnityEngine.GameObject));

                    Unity.Entities.Entity gen_ret = Unity.Entities.GameObjectEntity.AddToEntityManager(_entityManager, _gameObject);
                    translator.Push(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }
Beispiel #19
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                internal ReceivedResponse(EntityQueryResponseOp op, Entity sendingEntity, Request req, long requestId)
                {
                    SendingEntity  = sendingEntity;
                    StatusCode     = op.StatusCode;
                    Message        = op.Message;
                    ResultCount    = op.ResultCount;
                    RequestPayload = req;
                    Context        = req.Context;
                    RequestId      = requestId;

                    if (op.Result == null)
                    {
                        Result = null;
                        return;
                    }

                    Result = new Dictionary <EntityId, EntitySnapshot>();
                    foreach (var entityIdToEntity in op.Result)
                    {
                        Result.Add(new EntityId(entityIdToEntity.Key), new EntitySnapshot(entityIdToEntity.Value));
                    }
                }
Beispiel #20
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 public CommandRequestId SendCommand <TRequest>(TRequest request, Entity sendingEntity = default) where TRequest : ICommandRequest
 {
     connectionHandler.OnSendCommand(nextRequestId, typeof(TRequest), request);
     return(new CommandRequestId(nextRequestId++));
 }