public static void AddGameLogicSystems(World world) { AddLifecycleSystems(world); TransformSynchronizationHelper.AddServerSystems(world); PlayerLifecycleHelper.AddServerSystems(world); GameObjectCreationHelper.EnableStandardGameObjectCreation(world); }
protected override void HandleWorkerConnectionEstablished() { Worker.World.GetOrCreateManager <MetricSendSystem>(); PlayerLifecycleHelper.AddServerSystems(Worker.World); GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World); TransformSynchronizationHelper.AddServerSystems(Worker.World); }
protected override void HandleWorkerConnectionEstablished() { Worker.World.GetOrCreateSystem <MetricSendSystem>(); PlayerLifecycleHelper.AddServerSystems(Worker.World); Worker.World.AddSystem(new TimeResponseSystem()); Debug.Log("Response"); }
public static void AddStrategyLogicSystems(World world, EntityRepresentationMapping entityRepresentationMapping) { TransformSynchronizationHelper.AddServerSystems(world); PlayerLifecycleHelper.AddServerSystems(world); GameObjectCreationHelper.EnableStandardGameObjectCreation(world, entityRepresentationMapping); world.GetOrCreateSystem <ProcessLaunchCommandSystem>(); world.GetOrCreateSystem <MetricSendSystem>(); //world.GetOrCreateSystem<ArmyCloudUpdateSystem>(); }
protected override void HandleWorkerConnectionEstablished() { Debug.Log("Server connection established"); var world = Worker.World; PlayerLifecycleHelper.AddServerSystems(world); GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World, entityRepresentationMapping); // Add server systems }
protected override void HandleWorkerConnectionEstablished() { Worker.World.GetOrCreateSystem <MetricSendSystem>(); PlayerLifecycleHelper.AddServerSystems(Worker.World); GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World); if (level != null) { levelInstance = Instantiate(level, transform.position, transform.rotation); } }
public static void AddGameLogicSystems(World world) { AddLifecycleSystems(world); TransformSynchronizationHelper.AddServerSystems(world); PlayerLifecycleHelper.AddServerSystems(world); GameObjectCreationHelper.EnableStandardGameObjectCreation(world); world.GetOrCreateManager <CubeMovementSystem>(); world.GetOrCreateManager <TriggerColorChangeSystem>(); world.GetOrCreateManager <ProcessLaunchCommandSystem>(); world.GetOrCreateManager <ProcessRechargeSystem>(); world.GetOrCreateManager <MetricSendSystem>(); world.GetOrCreateManager <ProcessScoresSystem>(); world.GetOrCreateManager <CollisionProcessSystem>(); }
protected override void HandleWorkerConnectionEstablished() { Worker.World.GetOrCreateSystem <MetricSendSystem>(); PlayerLifecycleHelper.AddServerSystems(Worker.World); var gameObjectCreator = new GameObjectCreatorFromTransform(WorkerType, transform.position); GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World, gameObjectCreator, entityRepresentationMapping); TransformSynchronizationHelper.AddServerSystems(Worker.World); // if no level make one.... if (level == null) { return; } levelInstance = Instantiate(level, transform.position, transform.rotation); }
protected override void HandleWorkerConnectionEstablished() { var world = Worker.World; PlayerLifecycleHelper.AddServerSystems(world); GameObjectCreationHelper.EnableStandardGameObjectCreation(world, entityRepresentationMapping); // Shooting world.GetOrCreateSystem <ServerShootingSystem>(); // Metrics world.GetOrCreateSystem <MetricSendSystem>(); // Health world.GetOrCreateSystem <ServerHealthModifierSystem>(); world.GetOrCreateSystem <HealthRegenSystem>(); }
protected override void HandleWorkerConnectionEstablished() { var world = Worker.World; PlayerLifecycleHelper.AddServerSystems(world); GameObjectCreationHelper.EnableStandardGameObjectCreation(world); // Shooting world.GetOrCreateManager <ServerShootingSystem>(); world.GetOrCreateManager <Pol.PolSystem>(); // Metrics world.GetOrCreateManager <MetricSendSystem>(); // Health world.GetOrCreateManager <ServerHealthModifierSystem>(); world.GetOrCreateManager <HealthRegenSystem>(); base.HandleWorkerConnectionEstablished(); }
public static void AddGameLogicSystems(World world) { TransformSynchronizationHelper.AddServerSystems(world); PlayerLifecycleHelper.AddServerSystems(world); world.GetOrCreateSystem <ProcessLaunchCommandSystem>(); world.GetOrCreateSystem <ProcessRechargeSystem>(); world.GetOrCreateSystem <MetricSendSystem>(); world.GetOrCreateSystem <ProcessScoresSystem>(); world.GetOrCreateSystem <CollisionProcessSystem>(); world.GetOrCreateSystem <RootPostureSyncSystem>(); //world.GetOrCreateSystem<PostureAnimationSyncSystem>(); world.GetOrCreateSystem <AimAnimationLocalSystem>(); world.GetOrCreateSystem <BaseUnitMovementSystem>(); world.GetOrCreateSystem <BaseUnitSightSystem>(); //world.GetOrCreateSystem<BaseUnitPhysicsSystem>(); world.GetOrCreateSystem <BaseUnitSearchSystem>(); world.GetOrCreateSystem <BaseUnitActionSystem>(); world.GetOrCreateSystem <CommanderUnitSearchSystem>(); //world.GetOrCreateSystem<CommanderActionSystem>(); //world.GetOrCreateSystem<BoidsUpdateSystem>(); world.GetOrCreateSystem <UnitFactorySystem>(); world.GetOrCreateSystem <StrategyOrderManagerSystem>(); //world.GetOrCreateSystem<ResourceSupplyManagerSystem>(); //world.GetOrCreateSystem<UnitArmyObserveSystem>(); //world.GetOrCreateSystem<CommandersManagerSystem>(); world.GetOrCreateSystem <StrategyHexAccessPortalUpdateSystem>(); world.GetOrCreateSystem <DominationSystem>(); world.GetOrCreateSystem <StrongholdSearchSystem>(); world.GetOrCreateSystem <StrongholdActionSystem>(); world.GetOrCreateSystem <BulletMovementSystem>(); world.GetOrCreateSystem <BaseUnitReviveTimerSystem>(); world.GetOrCreateSystem <FieldQueryServerSystem>(); world.GetOrCreateSystem <HexBaseSystem>(); world.GetOrCreateSystem <HexUpdateSystem>(); world.GetOrCreateSystem <HexPowerUpdateSystem>(); world.GetOrCreateSystem <TurretUpdateSystem>(); world.GetOrCreateSystem <SleepUpdateSystem>(); world.GetOrCreateSystem <VirtualArmyUpdateSystem>(); world.GetOrCreateSystem <LocalTimerUpdateSystem>(); world.GetOrCreateSystem <TimerSynchronizeSystem>(); }
public static void AddGameLogicSystems(World world, UnityEngine.GameObject gameObject) { TransformSynchronizationHelper.AddServerSystems(world); PlayerLifecycleHelper.AddServerSystems(world); GameObjectCreationHelper.EnableStandardGameObjectCreation(world, gameObject); world.GetOrCreateSystem <ProcessLaunchCommandSystem>(); world.GetOrCreateSystem <ProcessRechargeSystem>(); world.GetOrCreateSystem <MetricSendSystem>(); world.GetOrCreateSystem <ProcessScoresSystem>(); world.GetOrCreateSystem <CollisionProcessSystem>(); world.GetOrCreateSystem <BaseUnitMovementSystem>(); world.GetOrCreateSystem <BaseUnitSearchSystem>(); world.GetOrCreateSystem <BaseUnitActionSystem>(); world.GetOrCreateSystem <CommanderUnitSearchSystem>(); world.GetOrCreateSystem <CommanderActionSystem>(); world.GetOrCreateSystem <UnitFactorySystem>(); //world.GetOrCreateSystem<HQOrganizeSystem>(); //world.GetOrCreateSystem<UnitArmyObserveSystem>(); world.GetOrCreateSystem <CommandersManagerSystem>(); world.GetOrCreateSystem <BulletMovementSystem>(); world.GetOrCreateSystem <BaseUnitReviveTimerSystem>(); world.GetOrCreateSystem <FieldQueryServerSystem>(); }
protected override void HandleWorkerConnectionEstablished() { Worker.World.GetOrCreateManager <MetricSendSystem>(); PlayerLifecycleHelper.AddServerSystems(Worker.World); }
private void ConfigurePlayerLifeCycle(Unity.Entities.World world) { PlayerLifecycleHelper.AddServerSystems(world); GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World); }
protected override void HandleWorkerConnectionEstablished() { PlayerLifecycleHelper.AddServerSystems(Worker.World); GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World); }
protected override void HandleWorkerConnectionEstablished() { Worker.World.GetOrCreateSystem <MetricSendSystem>(); PlayerLifecycleHelper.AddServerSystems(Worker.World); GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World, entityRepresentationMapping); }