Ejemplo n.º 1
0
        protected override void OnCreate( )
        {
            m_barrier           = World.GetExistingSystem <EndSimulationEntityCommandBufferSystem>( );
            m_isServer          = World.GetExistingSystem <ServerSimulationSystemGroup>( ) != null;
            m_ghostLookupSystem = World.GetExistingSystem <GhostLookupSystem>( );

            m_validSnapshotsThatHaventBeenProcessedYet = new NativeList <PhysicsSnapshotRpc>(32, Allocator.Persistent);
        }
        protected override void OnCreate( )
        {
            m_validatePhysicEntitySnapshots = World.GetExistingSystem <ValidatePhysicEntitySnapshots>( );
            m_clientSimulationSystemGroup   = World.GetExistingSystem <ClientSimulationSystemGroup>( );
            m_serverSimulationSystemGroup   = World.GetExistingSystem <ServerSimulationSystemGroup>( );
            m_barrier           = World.GetExistingSystem <EndSimulationEntityCommandBufferSystem>( );
            m_ghostLookupSystem = World.GetExistingSystem <GhostLookupSystem>( );

            m_isServer = m_serverSimulationSystemGroup != null;
        }
 protected override void OnCreate( )
 {
     m_validatePhysicEntitySnapshots = World.GetExistingSystem <ValidatePhysicEntitySnapshots>( );
     m_barrier           = World.GetExistingSystem <EndSimulationEntityCommandBufferSystem>( );
     m_ghostLookupSystem = World.GetExistingSystem <GhostLookupSystem>( );
 }