コード例 #1
0
    public CharacterModulePreview(GameWorld world, BundledResourceManager resourceSystem) : base(world)
    {
        // Handle spawn requests
        m_HandleCharacterSpawnRequests  = m_world.GetECSWorld().CreateSystem <HandleCharacterSpawnRequests>(m_world, resourceSystem, false);
        m_HandleCharacterDepawnRequests = m_world.GetECSWorld().CreateSystem <HandleCharacterDespawnRequests>(m_world);

        // Handle spawning
        CharacterBehaviours.CreateHandleSpawnSystems(m_world, m_HandleSpawnSystems, resourceSystem, false);

        // Handle despawn
        CharacterBehaviours.CreateHandleDespawnSystems(m_world, m_HandleDespawnSystems);

        // Behaviors
        CharacterBehaviours.CreateAbilityRequestSystems(m_world, m_AbilityRequestUpdateSystems);
        //m_MovementStartSystems.Add(m_world.GetECSWorld().CreateManager<UpdateTeleportation>(m_world));
        CharacterBehaviours.CreateMovementStartSystems(m_world, m_MovementStartSystems);
        CharacterBehaviours.CreateMovementResolveSystems(m_world, m_MovementResolveSystems);
        CharacterBehaviours.CreateAbilityStartSystems(m_world, m_AbilityStartSystems);
        //CharacterBehaviours.CreateAbilityResolveSystems(m_world, m_AbilityResolveSystems);

        m_UpdateCharPresentationState = m_world.GetECSWorld().CreateSystem <UpdateCharPresentationState>(m_world);
        m_ApplyPresentationState      = m_world.GetECSWorld().CreateSystem <ApplyPresentationState>(m_world);
        m_characterCameraSystem       = m_world.GetECSWorld().CreateSystem <UpdateCharacterCamera>(m_world);

        m_UpdatePresentationRootTransform = m_world.GetECSWorld().CreateSystem <UpdatePresentationRootTransform>(m_world);

        Console.AddCommand("thirdperson", CmdToggleThirdperson, "Toggle third person mode", this.GetHashCode());
    }
コード例 #2
0
    public CharacterModuleServer(GameWorld world, BundledResourceManager resourceSystem) : base(world)
    {
        // Handle spawn requests
        m_HandleCharacterSpawnRequests   = m_world.GetECSWorld().CreateSystem <HandleCharacterSpawnRequests>(m_world, resourceSystem, true);
        m_HandleCharacterDespawnRequests = m_world.GetECSWorld().CreateSystem <HandleCharacterDespawnRequests>(m_world);

        // Handle spawn
        CharacterBehaviours.CreateHandleSpawnSystems(m_world, m_HandleSpawnSystems, resourceSystem, true);

        // Handle despawn
        CharacterBehaviours.CreateHandleDespawnSystems(m_world, m_HandleDespawnSystems);

        // Behavior
        CharacterBehaviours.CreateAbilityRequestSystems(m_world, m_AbilityRequestUpdateSystems);
        //m_MovementStartSystems.Add(m_world.GetECSWorld().CreateManager<UpdateTeleportation>(m_world));
        CharacterBehaviours.CreateMovementStartSystems(m_world, m_MovementStartSystems);
        CharacterBehaviours.CreateMovementResolveSystems(m_world, m_MovementResolveSystems);
        CharacterBehaviours.CreateAbilityStartSystems(m_world, m_AbilityStartSystems);
        //CharacterBehaviours.CreateAbilityResolveSystems(m_world, m_AbilityResolveSystems);

        m_UpdateCharPresentationState = m_world.GetECSWorld().CreateSystem <UpdateCharPresentationState>(m_world);
        m_ApplyPresentationState      = m_world.GetECSWorld().CreateSystem <ApplyPresentationState>(m_world);

        m_UpdatePresentationRootTransform = m_world.GetECSWorld().CreateSystem <UpdatePresentationRootTransform>(m_world);
    }
コード例 #3
0
    public CharacterModulePreview(GameWorld world, BundledResourceManager resourceSystem) : base(world)
    {
        // Handle spawn requests
        m_HandleCharacterSpawnRequests  = m_world.GetECSWorld().CreateSystem <HandleCharacterSpawnRequests>(m_world, resourceSystem, false);
        m_HandleCharacterDepawnRequests = m_world.GetECSWorld().CreateSystem <HandleCharacterDespawnRequests>(m_world);

        // Handle control change
        m_ControlledEntityChangedSystems.Add(m_world.GetECSWorld().CreateSystem <PlayerCharacterControlSystem>(m_world));
        m_ControlledEntityChangedSystems.Add(m_world.GetECSWorld().CreateSystem <UpdateCharacter1PSpawn>(m_world, resourceSystem));

        // Handle spawning
        CharacterBehaviours.CreateHandleSpawnSystems(m_world, m_HandleSpawnSystems, resourceSystem, false);

        // Handle despawn
        CharacterBehaviours.CreateHandleDespawnSystems(m_world, m_HandleDespawnSystems);

        // Behaviors
        CharacterBehaviours.CreateAbilityRequestSystems(m_world, m_AbilityRequestUpdateSystems);
        m_MovementStartSystems.Add(m_world.GetECSWorld().CreateSystem <UpdateTeleportation>(m_world));
        CharacterBehaviours.CreateMovementStartSystems(m_world, m_MovementStartSystems);
        CharacterBehaviours.CreateMovementResolveSystems(m_world, m_MovementResolveSystems);
        CharacterBehaviours.CreateAbilityStartSystems(m_world, m_AbilityStartSystems);
        CharacterBehaviours.CreateAbilityResolveSystems(m_world, m_AbilityResolveSystems);

        m_UpdateCharPresentationState = m_world.GetECSWorld().CreateSystem <UpdateCharPresentationState>(m_world);
        m_ApplyPresentationState      = m_world.GetECSWorld().CreateSystem <ApplyPresentationState>(m_world);

        m_CharacterLateUpdate = m_world.GetECSWorld().CreateSystem <CharacterLateUpdate>(m_world);

        m_HandleDamage = m_world.GetECSWorld().CreateSystem <HandleDamage>(m_world);

        m_updateCharacterUI     = m_world.GetECSWorld().CreateSystem <UpdateCharacterUI>(m_world);
        m_characterCameraSystem = m_world.GetECSWorld().CreateSystem <UpdateCharacterCamera>(m_world);

        m_UpdatePresentationRootTransform       = m_world.GetECSWorld().CreateSystem <UpdatePresentationRootTransform>(m_world);
        m_UpdatePresentationAttachmentTransform = m_world.GetECSWorld().CreateSystem <UpdatePresentationAttachmentTransform>(m_world);

        m_HandleCharacterEvents = m_world.GetECSWorld().CreateSystem <HandleCharacterEvents>();

        // Preload all character resources (until we have better streaming solution)
        var charRegistry = resourceSystem.GetResourceRegistry <CharacterTypeRegistry>();

        for (var i = 0; i < charRegistry.entries.Count; i++)
        {
            resourceSystem.GetSingleAssetResource(charRegistry.entries[i].prefab1P);
            resourceSystem.GetSingleAssetResource(charRegistry.entries[i].prefabClient);
        }

        Console.AddCommand("thirdperson", CmdToggleThirdperson, "Toggle third person mode", this.GetHashCode());
    }
コード例 #4
0
    public CharacterModuleClient(GameWorld world, BundledResourceManager resourceSystem) : base(world)
    {
        // Handle spawn
        CharacterBehaviours.CreateHandleSpawnSystems(m_world, m_HandleSpawnSystems, resourceSystem, false);

        // Handle despawn
        CharacterBehaviours.CreateHandleDespawnSystems(m_world, m_HandleDespawnSystems);

        // Behaviors
        CharacterBehaviours.CreateAbilityRequestSystems(m_world, m_AbilityRequestUpdateSystems);
        CharacterBehaviours.CreateMovementStartSystems(m_world, m_MovementStartSystems);
        CharacterBehaviours.CreateMovementResolveSystems(m_world, m_MovementResolveSystems);
        CharacterBehaviours.CreateAbilityStartSystems(m_world, m_AbilityStartSystems);
        //CharacterBehaviours.CreateAbilityResolveSystems(m_world, m_AbilityResolveSystems);

        // Interpolation
        m_UpdateCharPresentationState     = m_world.GetECSWorld().CreateSystem <UpdateCharPresentationState>(m_world);
        m_ApplyPresentationState          = m_world.GetECSWorld().CreateSystem <ApplyPresentationState>(m_world);
        m_UpdatePresentationRootTransform = m_world.GetECSWorld().CreateSystem <UpdatePresentationRootTransform>(m_world);

        characterCameraSystem = m_world.GetECSWorld().CreateSystem <UpdateCharacterCamera>(m_world);
    }