Esempio n. 1
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 public ClientWeaponConfigInitSystem(Contexts contexts,
                                     ISessionState sessionState)
 {
     _contexts          = contexts;
     this._sessionState = sessionState;
     _sessionState.CreateExitCondition(typeof(ClientWeaponConfigInitSystem));
 }
Esempio n. 2
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 public LocalizeSessionSystem(ISessionState sessionState, IUnityAssetManager assetManager)
 {
     _sessionState = sessionState;
     _assetManager = assetManager;
     sessionState.CreateExitCondition(typeof(LocalizeSessionSystem));
     assetManager.LoadAssetAsync("", new AssetInfo(ASSETBUNDLENAME, ASSETNAME), OnLoadSucc);
 }
Esempio n. 3
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 public PreLoadSystem(ISessionState sessionState, IAssetInfoProvider assetInfoProvider)
 {
     _sessionState      = sessionState;
     _assetInfoProvider = assetInfoProvider;
     _sessionState.CreateExitCondition(typeof(PreLoadSystem));
     SingletonManager.Get <SubProgressBlackBoard>().Add((uint)_assetInfoProvider.AssetInfos.Count);
 }
 public SceneConfigInitSystem(ISessionState sessionState, ICommonSessionObjects sessionObjects)
 {
     _sessionState = sessionState;
     _sessionState.CreateExitCondition(typeof(SceneConfigInitSystem));
     MapConfigManager.Generate(sessionObjects.RoomInfo.MapId, ReduceFinishTimes);
     _logger.InfoFormat("SceneConfigInitSystem :mapId:{0}", sessionObjects.RoomInfo.MapId);
 }
 public InputManagerConfigInitSystem(Contexts contexts, ISessionState sessionState)
 {
     _contexts     = contexts;
     _sessionState = sessionState;
     _sessionState.CreateExitCondition(typeof(InputManagerConfigInitSystem));
     SingletonManager.Get <SubProgressBlackBoard>().Add();
 }
Esempio n. 6
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 public UiLoadSystem(ISessionState sessionState, Contexts contexts)
 {
     _sessionState     = sessionState;
     _contexts         = contexts;
     UiModule.contexts = contexts;//暂时提前赋值,避免tip初始化时读不到
     _sessionState.CreateExitCondition(typeof(UiLoadSystem));
 }
Esempio n. 7
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        public TerrainDataLoadSystem(ISessionState sessionState, Contexts ctx)
            : this(ctx)
        {
            _sessionState = sessionState;

            _sessionState.CreateExitCondition(typeof(TerrainDataLoadSystem));
        }
Esempio n. 8
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        public DefaultConfigInitSystem(ISessionState sessionState, AssetInfo asset, IConfigParser parser)
        {
            _sessionState = sessionState;
            _assetInfo    = asset;
            _sessionState.CreateExitCondition(GetConditionId());
            _parser = parser;

            SingletonManager.Get <SubProgressBlackBoard>().Add();
        }
Esempio n. 9
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        public SubResourceLoadSystem(ISessionState sessionState, AbstractSubResourceLoadHandler resourceHandler)
        {
            _sessionState    = sessionState;
            _resourceHandler = resourceHandler;

            _sessionState.CreateExitCondition(ConditionString);

            SingletonManager.Get <SubProgressBlackBoard>().Add();
        }
Esempio n. 10
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        public RequestRoomInfoSystem(
            Contexts contexts,
            ISessionState sessionState)
        {
            _contexts = contexts;

            _sessionState = sessionState;
            _contexts.session.clientSessionObjects.MessageDispatcher.RegisterLater((int)EServer2ClientMessage.LoginSucc, this);
            _sessionState.CreateExitCondition(typeof(RequestRoomInfoSystem));
        }
        public DefaultConfigInitSystem(ISessionState sessionState, AssetInfo asset, IConfigParser parser, SubReousourcesHandler subResourceHandler)
        {
            _sessionState = sessionState;
            _assetInfo    = asset;
            _sessionState.CreateExitCondition(GetConditionId());
            _parser = parser;

            _subSystem = new SubResourceLoadSystem(subResourceHandler);
            SingletonManager.Get <SubProgressBlackBoard>().Add();
        }
Esempio n. 12
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        public InitialSceneLoadingSystem(ISessionState sessionState, Contexts ctx, IStreamingGoManager streamingGo, bool isServer)
        {
            _sessionState = sessionState;
            _contexts     = ctx;

            _sessionState.CreateExitCondition(typeof(InitialSceneLoadingSystem));

            _levelManager = new LevelManager(_contexts.session.commonSession.AssetManager, isServer);
            _contexts.session.commonSession.LevelManager = _levelManager;
            _initPosition = _contexts.session.commonSession.InitPosition;

            _isServer = isServer;

            var allMaps = SingletonManager.Get <MapsDescription>();

            switch (allMaps.CurrentLevelType)
            {
            case LevelType.BigMap:
                var worldCompositionParam = new WorldCompositionParam
                {
                    TerrainMin         = allMaps.BigMapParameters.TerrainMin,
                    TerrainDimension   = allMaps.BigMapParameters.TerrainDimension,
                    TerrainSize        = allMaps.BigMapParameters.TerrainSize,
                    TerrainNamePattern = allMaps.BigMapParameters.TerrainNamePattern,
                    AssetBundleName    = allMaps.BigMapParameters.BundleName,
                    PreMapName         = allMaps.BigMapParameters.PreMapName,
                    FixedScenes        = allMaps.BigMapParameters.AdditiveSceneName,
                    LoadRadiusInGrid   = 1.0f,
                    UnloadRadiusInGrid = 1.5f
                };
                if (_isServer)
                {
                    worldCompositionParam.LoadRadiusInGrid   = float.MaxValue;
                    worldCompositionParam.UnloadRadiusInGrid = float.MaxValue;
                }

                _levelManager.SetToWorldCompositionLevel(worldCompositionParam, streamingGo);
                _levelManager.SetAsapMode(true);
                break;

            case LevelType.SmallMap:
                _levelManager.SetToFixedScenesLevel(new OnceForAllParam
                {
                    AssetBundleName = allMaps.SmallMapParameters.BundleName,
                    FixedScenes     = new List <string>
                    {
                        allMaps.SmallMapParameters.AssetName
                    }
                });
                break;

            case LevelType.Exception:
                throw new InvalidEnumArgumentException("map id not set");
            }
        }
Esempio n. 13
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        public RequestSceneInfoSystem(
            Contexts contexts,
            ISessionState sessionState)
        {
            _contexts = contexts;

            _sessionState = sessionState;
            _logger.InfoFormat("RegisterLater SceneInfo");
            _contexts.session.clientSessionObjects.MessageDispatcher.RegisterLater((int)EServer2ClientMessage.SceneInfo, this);
            _sessionState.CreateExitCondition(typeof(RequestSceneInfoSystem));
        }
        public RequestSnapshotSystem(
            Contexts contexts,
            ISessionState sessionState)
        {
            _contexts = contexts;

            _sessionState = sessionState;
            _contexts.session.clientSessionObjects.MessageDispatcher.RegisterLater((int)EServer2ClientMessage.Snapshot, this);
            _sessionState.CreateExitCondition(typeof(RequestSnapshotSystem));
            SingletonManager.Get <SubProgressBlackBoard>().Add();
        }
        public InitOcclusionCullingControllerSystem(ISessionState sessionState, Contexts contexts)
        {
            _contexts     = contexts;
            _sessionState = sessionState;
            _sessionState.CreateExitCondition(typeof(InitOcclusionCullingControllerSystem));


            var mapDesc = SingletonManager.Get <MapsDescription>();

            _levelType = mapDesc.CurrentLevelType;
            switch (_levelType)
            {
            case LevelType.SmallMap:
                _ocDataAssetInfo = new AssetInfo(OCDataAssetBundleName, mapDesc.SmallMapParameters.AssetName + "_oc");
                _ocParam         = new FixedOCParam()
                {
                    OCData    = null,
                    SceneName = mapDesc.SmallMapParameters.AssetName,
                };
                break;

            case LevelType.BigMap:
                _ocDataAssetInfo = new AssetInfo(OCDataAssetBundleName, String.Format(mapDesc.BigMapParameters.TerrainNamePattern, "oc", "oc") + "_oc");
                var initPosition = _contexts.session.commonSession.InitPosition;

                _ocParam = new StreamOCParam()
                {
                    OCData             = null,
                    InitPosition       = initPosition,
                    TerrainMin         = mapDesc.BigMapParameters.TerrainMin,
                    TerrainDimension   = mapDesc.BigMapParameters.TerrainDimension,
                    TerrainSize        = mapDesc.BigMapParameters.TerrainSize,
                    TerrainNamePattern = mapDesc.BigMapParameters.TerrainNamePattern,

                    UnloadRadiusInGrid = 2f,
                    LoadRadiusInGrid   = 1.5f,

                    LevelManager = _contexts.session.commonSession.LevelManager,
                };
                break;

            default:
                _ocDataAssetInfo = AssetInfo.EmptyInstance;
                break;
            }
        }
Esempio n. 16
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 public GlobalEffectManagerInitSystem(Contexts contexts, ISessionState sessionState)
 {
     _contexts     = contexts;
     _sessionState = sessionState;
     _sessionState.CreateExitCondition(typeof(GlobalEffectManagerInitSystem));
 }
 public AnimationConfigInitSystem(Contexts contexts, ISessionState sessionState)
 {
     _sessionState = sessionState;
     _logger.DebugFormat("CreateExitCondition AnimationConfigInitSystem");
     _sessionState.CreateExitCondition(typeof(AnimationConfigInitSystem));
 }
 public CheckPreparingPlayerSystem(Contexts contexts, ISessionState sessionState)
 {
     _sessionState = sessionState;
     _contexts     = contexts;
     _sessionState.CreateExitCondition(typeof(CheckPreparingPlayerSystem));
 }