public HitDetectionSystem(Contexts contexts, PhysicsRaycaster physicsRaycaster, ITickDeltaTimeStorage tickDeltaTimeStorage) { this.physicsRaycaster = physicsRaycaster; this.tickDeltaTimeStorage = tickDeltaTimeStorage; gameContext = contexts.serverGame; }
public RotationSystem(Contexts contexts, ITickDeltaTimeStorage tickDeltaTimeStorage) { this.tickDeltaTimeStorage = tickDeltaTimeStorage; gameContext = contexts.serverGame; inputGroup = contexts.serverInput.GetGroup(ServerInputMatcher .AllOf(ServerInputMatcher.PlayerInput, ServerInputMatcher.Attack)); physicsRotationManager = new PhysicsRotationManager(); }
public PhysicsSimulateSystem(Scene scene, ITickDeltaTimeStorage tickDeltaTimeStorage) { this.scene = scene; this.tickDeltaTimeStorage = tickDeltaTimeStorage; }
public CannonCooldownDecreasingSystem(Contexts contexts, ITickDeltaTimeStorage tickDeltaTimeStorage) { this.tickDeltaTimeStorage = tickDeltaTimeStorage; cooldownGroup = contexts.serverGame.GetGroup(ServerGameMatcher.CannonCooldown); }