public PlayerBulletGenerateSystem(Contexts contexts) { _contexts = contexts; _bulletContext = contexts.bullet; _entityIdGenerator = contexts.session.commonSession.EntityIdGenerator; // SingletonManager.Get<WeaponResourceConfigManager>() = weaponConfigManager; }
public SoundResourcesLoadSystem(Contexts contexts, SoundParentController soundParentController) : base(contexts.sound) { _soundPlayer = contexts.session.clientSessionObjects.SoundPlayer; _timeManager = contexts.session.clientSessionObjects.TimeManager; _playerContext = contexts.player; _bulletContext = contexts.bullet; _soundParentController = soundParentController; }
public BulletEntityCollector(BulletContext bulletContext, PlayerContext playerContext) { _group = bulletContext.GetGroup(BulletMatcher.AllOf(BulletMatcher.OwnerId).NoneOf(BulletMatcher.FlagDestroy)); _group.OnEntityAdded += GroupOnOnEntityAdded; _group.OnEntityRemoved += GroupOnOnEntityRemoved; _group.OnEntityUpdated += GroupOnOnEntityUpdated; _playerContext = playerContext; }
public BulletFactory(BulletContext bulletContext, IEntityIdGenerator entityIdGenerator, ISoundEntityFactory soundEntityFactory, IBulletEntityFactory bulletEntityFactory, BulletConfig bulletConfig) : base(bulletConfig) { _bulletContext = bulletContext; _entityIdGenerator = entityIdGenerator; _soundEntityFacotry = soundEntityFactory; _bulletEntityFactory = bulletEntityFactory; }
public void SetAllContexts() { bullet = new BulletContext(); globals = new GlobalsContext(); input = new InputContext(); unit = new UnitContext(); CreateContextObserver(bullet); CreateContextObserver(globals); CreateContextObserver(input); CreateContextObserver(unit); }
public WeaponLogicComponentsFactory( Contexts contexts, IEntityIdGenerator entityIdGenerator, ICurrentTime currentTime, IAttachmentManager attachmentManager, ISoundEntityFactory soundEntityFactory, IBulletEntityFactory bulletEntityFactory) : base(attachmentManager) { _bulletContext = contexts.bullet; _throwingContext = contexts.throwing; _clientEffectContext = contexts.clientEffect; _soundContext = contexts.sound; _entityIdGenerator = entityIdGenerator; _currentTime = currentTime; _attachmentManager = attachmentManager; _soundEntityFactory = soundEntityFactory; _bulletEntityFactory = bulletEntityFactory; }
public BulletCleanUpSystem(BulletContext bulletContext) { _group = bulletContext.GetGroup(BulletMatcher.AllOf(BulletMatcher.FlagDestroy)); }
public DealUnitDamage(BulletContext bullets) : base(bullets) { }
public ServerBulletInfoCollectSystem(BulletContext bulletContext, PlayerContext playerContext) : base(bulletContext) { _playerContext = playerContext; }
public ClientBulletRemoteCollectSystem(BulletContext bulletContext, INetworkChannel networkChannel) : base(bulletContext) { _networkChannel = networkChannel; }
public BulletEntityFactory(BulletContext bulletContext, IEntityIdGenerator entityIdGenerator) { _bulletContext = bulletContext; _entityIdGenerator = entityIdGenerator; }
public PlayerBulletGenerateSystem(Contexts contexts) { _contexts = contexts; _bulletContext = contexts.bullet; _entityIdGenerator = contexts.session.commonSession.EntityIdGenerator; }
public ClientBulletInfoCollectSystem(BulletContext bulletContext, INetworkChannel networkChannel, IBulletInfoCollector bulletInfoCollector) : base(bulletContext) { _bulletInfoCollector = bulletInfoCollector; _networkChannel = networkChannel; }
public BulletGameContext(BulletContext context, Bin2D <IGameEntity> bin) : base(context, BulletComponentsLookup.componentTypes, bin) { }
public DestroyBullets(BulletContext bullets) : base(bullets) { _bullets = bullets; }
public UnitAttackSystem(Context <UnitEntity> unitContext, BulletContext bullets) : base(unitContext) { _bullets = bullets; }
public UpdateBulletPosition(BulletContext bullets, GlobalsContext globals) { _bullets = bullets.GetGroup(BulletMatcher.Target); _globals = globals; }