public ShootingSystem(Contexts contexts) { var matcher = ServerInputMatcher .AllOf(ServerInputMatcher.Attack, ServerInputMatcher.PlayerInput); attackGroup = contexts.serverInput.GetGroup(matcher); gameContext = contexts.serverGame; shootingHelper = new ShootingHelper(contexts); }
public RotationSystem(Contexts contexts, ITickDeltaTimeStorage tickDeltaTimeStorage) { this.tickDeltaTimeStorage = tickDeltaTimeStorage; gameContext = contexts.serverGame; inputGroup = contexts.serverInput.GetGroup(ServerInputMatcher .AllOf(ServerInputMatcher.PlayerInput, ServerInputMatcher.Attack)); physicsRotationManager = new PhysicsRotationManager(); }
public MoveSystem(Contexts contexts, PhysicsVelocityManager physicsVelocityManager) { this.physicsVelocityManager = physicsVelocityManager; this.lastProcessedInputIdStorage = lastProcessedInputIdStorage; gameContext = contexts.serverGame; var matcher = ServerInputMatcher .AllOf(ServerInputMatcher.Movement, ServerInputMatcher.PlayerInput); inputGroup = contexts.serverInput.GetGroup(matcher); }