public IStatePool GetStatePool() { if (null == _statePool) { _statePool = new GameStatePool(SingletonManager.Get <StateTransitionConfigManager>().GetTransitons()); } return(_statePool); }
public void AddStateProvider(PlayerEntity player, IStatePool pool) { var provider = new StateProvider(new PlayerStateAdapter(player), pool); _providerDic[player.entityKey.Value] = provider; if (!player.hasPlayerStateProvider) { player.AddPlayerStateProvider(provider); } }
public UserCmdExecuteManagerSystem(IGameModule gameModule, IUserCmdExecuteSystemHandler handler, IGameStateProcessorFactory gameStateProcessorFactory) { _systems = gameModule.UserCmdExecuteSystems; _handler = handler; _gameStateProcessorFactory = gameStateProcessorFactory; _stateProviderPool = gameStateProcessorFactory.GetProviderPool(); _statePool = gameStateProcessorFactory.GetStatePool(); Init(); }
public UserPrePredictionSystem(IGameModule gameModule, IUserPredictionInfoProvider handler, IPredictionInitManager predictionInitManager, IGameStateProcessorFactory gameStateProcessorFactory) { _logger.Info("start"); _predicatoinInfoProvider = handler; _predictionInitManager = predictionInitManager; _gameStateProcessorFactory = gameStateProcessorFactory; _stateProviderPool = gameStateProcessorFactory.GetProviderPool(); _statePool = gameStateProcessorFactory.GetStatePool(); _systems = gameModule.BeforeUserCmdExecuteSystems; Init(); }
public StateProvider(IPlayerStateAdapter player, IStatePool pool) { _playerState = player; _statePool = pool; }