public ServerFracturedChunkDetachCallback(Contexts contexts) { _sceneObjectContext = contexts.sceneObject; _sceneObjectEntityFactory = contexts.session.entityFactoryObject.SceneObjectEntityFactory; _currentTime = contexts.session.currentTimeObject; MapObjectEntityFactory = contexts.session.entityFactoryObject.MapObjectEntityFactory; }
public ServerSceneObjectEntityFactory(SceneObjectContext sceneObjectContext, IEntityIdGenerator entityIdGenerator, IEntityIdGenerator equipGenerator, ICurrentTime currentTime) { _sceneObjectContext = sceneObjectContext; _idGenerator = entityIdGenerator; _equipGenerator = equipGenerator; _currentTime = currentTime; }
public SurvivalPickupLogic(PlayerContext playerContext, SceneObjectContext sceneObjectContext, ISceneObjectEntityFactory sceneObjectEntityFactory, RuntimeGameConfig runtimeGameConfig) { _playerContext = playerContext; _runtimeGameConfig = runtimeGameConfig; _sceneObjectEntityFactory = sceneObjectEntityFactory; _autoPickupLogic = new AutoPickupLogic(sceneObjectContext, playerContext, sceneObjectEntityFactory); }
public override void OnStart() { base.OnStart(); _contexts = mEntity.robot.Wapper.GameContexts as Contexts; // bagContext = (mEntity.robot.Wapper.GameContexts as Contexts).bag; sceneObjectContext = _contexts.sceneObject; weaponGroup = sceneObjectContext.GetGroup( SceneObjectMatcher.AnyOf(SceneObjectMatcher.SimpleItem) ); }
public PickUpUiAdapter(PlayerContext player, SceneObjectContext sceneObject, MapObjectContext mapObject, SessionContext session, VehicleContext vehicle, FreeMoveContext freeMove, UserInputManager.Lib.UserInputManager userInputManager, UiContext uiContext) { this.player = player; this.sceneObject = sceneObject; this.mapObject = mapObject; this.session = session; this.vehicle = vehicle; this.freeMove = freeMove; this.userInputManager = userInputManager; this.uiContext = uiContext; }
public SceneObjectCastLogic( PlayerContext playerContext, SceneObjectContext sceneObjectContext, ClientSessionObjectsComponent sessionObjectsComponent, IUserCmdGenerator cmdGenerator, float maxDistance) : base(playerContext, maxDistance) { _sceneObjectContext = sceneObjectContext; _sessionObjectsComponent = sessionObjectsComponent; _cmdGenerator = cmdGenerator; }
public NormalPickupLogic(SceneObjectContext sceneObjectContext, PlayerContext playerContext, ISceneObjectEntityFactory sceneObjectEntityFactory, RuntimeGameConfig runtimeGameConfig, int sceneWeaponLifetime) { _sceneObjectContext = sceneObjectContext; _playerContext = playerContext; _sceneObjectEntityFactory = sceneObjectEntityFactory; _sceneWeaponLifeTime = sceneWeaponLifetime; _runtimeGameConfig = runtimeGameConfig; _autoPickupLogic = new AutoPickupLogic(sceneObjectContext, playerContext, sceneObjectEntityFactory); }
public static void ProcessSceneObjectCommand(DebugCommand message, SceneObjectContext context, ISceneObjectEntityFactory sceneObjectEntityFactory, PlayerEntity player) { switch (message.Command) { case DebugCommands.CreateSceneObject: int category; int id; if (int.TryParse(message.Args[0], out category) && int.TryParse(message.Args[1], out id)) { sceneObjectEntityFactory.CreateSimpleObjectEntity((Assets.XmlConfig.ECategory)category, id, 1, player.position.Value); } break; case DebugCommands.ClearSceneObject: context.DestroyAllEntities(); break; } }
public SceneObjectCastTargetLoadSystem(SceneObjectContext sceneObjectContext) : base(sceneObjectContext) { _poolRoot = new GameObject(PoolName); _gameObjectPool.Clear(); }
public ClientSceneObjectEntityFactory(SceneObjectContext sceneObjectContext, PlayerContext playerContext, IEntityIdGenerator entityIdGenerator, IEntityIdGenerator equipGenerator, ICurrentTime currentTime) : base( sceneObjectContext, playerContext, entityIdGenerator, equipGenerator, currentTime) { }
public SceneObjectGameContext(SceneObjectContext context, Bin2D <IGameEntity> bin) : base(context, SceneObjectComponentsLookup.componentTypes, bin) { _context = context; }
public CommonCastLogic(PlayerContext playerContext, SceneObjectContext sceneObjectContext, float maxDistance) : base(playerContext, maxDistance) { _sceneObjectContext = sceneObjectContext; }
public AutoPickupLogic(SceneObjectContext sceneObjectContext, PlayerContext playerContext, ISceneObjectEntityFactory sceneObjectEntityFactory) { _sceneObjectContext = sceneObjectContext; _playerContext = playerContext; _sceneObjectEntityFactory = sceneObjectEntityFactory; }
public ServerSceneObjectThrowingSystem(SceneObjectContext sceneObjectContext, ICurrentTime currentTime, RuntimeGameConfig config) { _throwingSceneObjectGroup = sceneObjectContext.GetGroup(SceneObjectMatcher.Throwing); _currentTime = currentTime; _gameConfig = config; }
public ServerSceneObjectThrowingSystem(SceneObjectContext sceneObjectContext, ICurrentTime currentTime) { _throwingSceneObjectGroup = sceneObjectContext.GetGroup(SceneObjectMatcher.Throwing); _currentTime = currentTime; }