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()); }
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); }
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()); }
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); }