Example #1
0
 public HandleClientProjectileRequests(GameWorld world, BundledResourceManager resourceSystem, GameObject systemRoot,
                                       ClientProjectileFactory clientProjectileFactory) : base(world)
 {
     m_resourceSystem          = resourceSystem;
     m_SystemRoot              = systemRoot;
     m_settings                = Resources.Load <ProjectileModuleSettings>("ProjectileModuleSettings");
     m_clientProjectileFactory = clientProjectileFactory;
 }
Example #2
0
    public ProjectileModuleClient(GameWorld world, BundledResourceManager resourceSystem)
    {
        m_world = world;

        if (world.SceneRoot != null)
        {
            m_SystemRoot = new GameObject("ProjectileSystem");
            m_SystemRoot.transform.SetParent(world.SceneRoot.transform);
        }

        m_settings = Resources.Load <ProjectileModuleSettings>("ProjectileModuleSettings");

        m_clientProjectileFactory = new ClientProjectileFactory(m_world, m_world.GetEntityManager(), m_SystemRoot, resourceSystem);

        m_handleRequests                      = m_world.GetECSWorld().CreateSystem <HandleClientProjectileRequests>(m_world, resourceSystem, m_SystemRoot, m_clientProjectileFactory);
        m_handleProjectileSpawn               = m_world.GetECSWorld().CreateSystem <HandleProjectileSpawn>(m_world, m_SystemRoot, resourceSystem, m_clientProjectileFactory);
        m_removeMispredictedProjectiles       = m_world.GetECSWorld().CreateSystem <RemoveMispredictedProjectiles>(m_world);
        m_despawnClientProjectiles            = m_world.GetECSWorld().CreateSystem <DespawnClientProjectiles>(m_world, m_clientProjectileFactory);
        m_CreateProjectileMovementQueries     = m_world.GetECSWorld().CreateSystem <CreateProjectileMovementCollisionQueries>(m_world);
        m_HandleProjectileMovementQueries     = m_world.GetECSWorld().CreateSystem <HandleProjectileMovementCollisionQuery>(m_world);
        m_updateClientProjectilesPredicted    = m_world.GetECSWorld().CreateSystem <UpdateClientProjectilesPredicted>(m_world);
        m_updateClientProjectilesNonPredicted = m_world.GetECSWorld().CreateSystem <UpdateClientProjectilesNonPredicted>(m_world);
    }
Example #3
0
 public DespawnClientProjectiles(GameWorld world, ClientProjectileFactory clientProjectileFactory) :
     base(world)
 {
     m_clientProjectileFactory = clientProjectileFactory;
 }
Example #4
0
 public HandleProjectileSpawn(GameWorld world, GameObject systemRoot, BundledResourceManager resourceSystem, ClientProjectileFactory projectileFactory) : base(world)
 {
     m_SystemRoot              = systemRoot;
     m_resourceSystem          = resourceSystem;
     m_clientProjectileFactory = projectileFactory;
 }
 public DespawnClientProjectiles(ClientProjectileFactory clientProjectileFactory)
 {
     m_clientProjectileFactory = clientProjectileFactory;
 }