public ClientSettings(EntityManager manager) { var playerPrefab = Resources.Load("Prefabs/Ship") as GameObject; particleEmitter = playerPrefab.GetComponent <ParticleEmitterComponent>().Value; shipArchetype = manager.CreateArchetype( typeof(ShipTagComponentData), typeof(ShipStateComponentData), typeof(ParticleEmitterComponentData), typeof(CurrentSimulatedPosition), typeof(CurrentSimulatedRotation), typeof(Translation), typeof(Rotation)); asteroidClientArchetype = manager.CreateArchetype( typeof(CurrentSimulatedPosition), typeof(CurrentSimulatedRotation), typeof(Translation), typeof(Rotation), typeof(AsteroidTagComponentData)); bulletClientArchetype = manager.CreateArchetype( typeof(CurrentSimulatedPosition), typeof(CurrentSimulatedRotation), typeof(Translation), typeof(Rotation), typeof(BulletTagComponentData)); }
public ClientSettings(EntityManager manager) { var playerPrefab = Resources.Load("Prefabs/Ship") as GameObject; particleEmitter = playerPrefab.GetComponent <ParticleEmitterComponent>().Value; //TODO: This should come from the server via RPC at startup playerForce = 50f; bulletVelocity = 500f; }