public IStatePool GetStatePool()
 {
     if (null == _statePool)
     {
         _statePool = new GameStatePool(SingletonManager.Get <StateTransitionConfigManager>().GetTransitons());
     }
     return(_statePool);
 }
Esempio n. 2
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        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);
            }
        }
Esempio n. 3
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 public UserCmdExecuteManagerSystem(IGameModule gameModule,
                                    IUserCmdExecuteSystemHandler handler,
                                    IGameStateProcessorFactory gameStateProcessorFactory)
 {
     _systems = gameModule.UserCmdExecuteSystems;
     _handler = handler;
     _gameStateProcessorFactory = gameStateProcessorFactory;
     _stateProviderPool         = gameStateProcessorFactory.GetProviderPool();
     _statePool = gameStateProcessorFactory.GetStatePool();
     Init();
 }
Esempio n. 4
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 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();
 }
Esempio n. 5
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 public StateProvider(IPlayerStateAdapter player, IStatePool pool)
 {
     _playerState = player;
     _statePool   = pool;
 }