public ServerGameWorld(GameWorld world, NetworkServer networkServer, Dictionary <int, ServerGameLoop.ClientInfo> clients, ChatSystemServer m_ChatSystem, BundledResourceManager resourceSystem) { m_NetworkServer = networkServer; m_Clients = clients; this.m_ChatSystem = m_ChatSystem; m_GameWorld = world; m_CharacterModule = new CharacterModuleServer(m_GameWorld, resourceSystem); m_ProjectileModule = new ProjectileModuleServer(m_GameWorld, resourceSystem); m_HitCollisionModule = new HitCollisionModule(m_GameWorld, 128, 1); m_PlayerModule = new PlayerModuleServer(m_GameWorld, resourceSystem); m_SpectatorCamModule = new SpectatorCamModuleServer(m_GameWorld, resourceSystem); m_ReplicatedEntityModule = new ReplicatedEntityModuleServer(m_GameWorld, resourceSystem, m_NetworkServer); m_ReplicatedEntityModule.ReserveSceneEntities(networkServer); m_ItemModule = new ItemModule(m_GameWorld); m_GameModeSystem = m_GameWorld.GetECSWorld().CreateManager <GameModeSystemServer>(m_GameWorld, m_ChatSystem, resourceSystem); m_DestructablePropSystem = m_GameWorld.GetECSWorld().CreateManager <UpdateDestructableProps>(m_GameWorld); m_DamageAreaSystem = m_GameWorld.GetECSWorld().CreateManager <DamageAreaSystemServer>(m_GameWorld); m_TeleporterSystem = m_GameWorld.GetECSWorld().CreateManager <TeleporterSystemServer>(m_GameWorld); m_HandleGrenadeRequests = m_GameWorld.GetECSWorld().CreateManager <HandleGrenadeRequest>(m_GameWorld, resourceSystem); m_StartGrenadeMovement = m_GameWorld.GetECSWorld().CreateManager <StartGrenadeMovement>(m_GameWorld); m_FinalizeGrenadeMovement = m_GameWorld.GetECSWorld().CreateManager <FinalizeGrenadeMovement>(m_GameWorld); m_platformSystem = m_GameWorld.GetECSWorld().CreateManager <MoverUpdate>(m_GameWorld); m_MoveableSystem = new MovableSystemServer(m_GameWorld, resourceSystem); m_CameraSystem = new ServerCameraSystem(m_GameWorld); }
void EnterActiveState() { m_GameWorld.RegisterSceneEntities(); m_resourceSystem = new BundledResourceManager(m_GameWorld, "BundledResources/Client"); // Create serializers so we get errors in preview build var dataComponentSerializers = new DataComponentSerializers(); m_CharacterModule = new CharacterModulePreview(m_GameWorld, m_resourceSystem); m_PlayerModuleClient = new PlayerModuleClient(m_GameWorld); m_PlayerModuleServer = new PlayerModuleServer(m_GameWorld, m_resourceSystem); m_UpdateReplicatedOwnerFlag = m_GameWorld.GetECSWorld().CreateSystem <UpdateReplicatedOwnerFlag>(m_GameWorld); m_PlayerModuleClient.RegisterLocalPlayer(0, null); // Spawn PlayerState, Character and link up LocalPlayer m_Player = m_PlayerModuleServer.CreatePlayer(m_GameWorld, 0, "LocalMech", true); var playerEntity = m_Player.gameObject.GetComponent <GameObjectEntity>().Entity; //var charControl = m_Player.gameObject.GetComponent<PlayerCharacterControl>(); var charControl = m_GameWorld.GetEntityManager().GetComponentObject <PlayerCharacterControl>(playerEntity); charControl.RequestedMechSettings = new MechSettings(); m_Player.teamIndex = 0; m_previewGameMode = m_GameWorld.GetECSWorld().CreateSystem <PreviewGameMode>(m_GameWorld, m_Player); Game.SetMousePointerLock(true); }
public ServerGameWorld(GameWorld world, BundledResourceManager resourceSystem, Dictionary <int, ServerGameLoop.ClientInfo> clients, NetworkServer networkServer) { _gameWorld = world; _networkServer = networkServer; m_Clients = clients; m_PlayerModule = new PlayerModuleServer(_gameWorld, resourceSystem); m_CharacterModule = new CharacterModuleServer(_gameWorld, resourceSystem); m_ReplicatedEntityModule = new ReplicatedEntityModuleServer(_gameWorld, resourceSystem, networkServer); m_ReplicatedEntityModule.ReserveSceneEntities(networkServer); movableSystemServer = new MovableSystemServer(_gameWorld, resourceSystem); m_GameModeSystem = _gameWorld.GetECSWorld().CreateSystem <GameModeSystemServer>(_gameWorld); }
void EnterActiveState() { m_GameWorld.RegisterSceneEntities(); m_resourceSystem = new BundledResourceManager("BundledResources/Client"); m_CharacterModule = new CharacterModulePreview(m_GameWorld, m_resourceSystem); m_ProjectileModule = new ProjectileModuleClient(m_GameWorld, m_resourceSystem); m_HitCollisionModule = new HitCollisionModule(m_GameWorld, 1, 2); m_PlayerModuleClient = new PlayerModuleClient(m_GameWorld); m_PlayerModuleServer = new PlayerModuleServer(m_GameWorld, m_resourceSystem); m_DebugPrimitiveModule = new DebugPrimitiveModule(m_GameWorld, 1.0f, 0); m_SpectatorCamModuleServer = new SpectatorCamModuleServer(m_GameWorld, m_resourceSystem); m_SpectatorCamModuleClient = new SpectatorCamModuleClient(m_GameWorld); m_EffectModule = new EffectModuleClient(m_GameWorld, m_resourceSystem); m_WeaponsModule = new WeaponsModule(m_GameWorld, m_resourceSystem, false); m_ragdollModule = new RagdollModule(m_GameWorld); m_DespawnProjectiles = m_GameWorld.GetECSWorld().CreateManager <DespawnProjectiles>(m_GameWorld); m_DamageAreaSystemServer = m_GameWorld.GetECSWorld().CreateManager <DamageAreaSystemServer>(m_GameWorld); m_TeleporterSystemServer = m_GameWorld.GetECSWorld().CreateManager <TeleporterSystemServer>(m_GameWorld); m_TeleporterSystemClient = m_GameWorld.GetECSWorld().CreateManager <TeleporterSystemClient>(m_GameWorld); m_UpdateDestructableProps = m_GameWorld.GetECSWorld().CreateManager <UpdateDestructableProps>(m_GameWorld); m_DestructiblePropSystemClient = m_GameWorld.GetECSWorld().CreateManager <DestructiblePropSystemClient>(m_GameWorld); m_HandleGrenadeRequests = m_GameWorld.GetECSWorld().CreateManager <HandleGrenadeRequest>(m_GameWorld, m_resourceSystem); m_StartGrenadeMovement = m_GameWorld.GetECSWorld().CreateManager <StartGrenadeMovement>(m_GameWorld); m_FinalizeGrenadeMovement = m_GameWorld.GetECSWorld().CreateManager <FinalizeGrenadeMovement>(m_GameWorld); m_ApplyGrenadePresentation = m_GameWorld.GetECSWorld().CreateManager <ApplyGrenadePresentation>(m_GameWorld); m_moverUpdate = m_GameWorld.GetECSWorld().CreateManager <MoverUpdate>(m_GameWorld); m_SpinSystem = m_GameWorld.GetECSWorld().CreateManager <SpinSystem>(m_GameWorld); m_HandleNamePlateOwnerSpawn = m_GameWorld.GetECSWorld().CreateManager <HandleNamePlateSpawn>(m_GameWorld); m_HandleNamePlateOwnerDespawn = m_GameWorld.GetECSWorld().CreateManager <HandleNamePlateDespawn>(m_GameWorld); m_UpdateNamePlates = m_GameWorld.GetECSWorld().CreateManager <UpdateNamePlates>(m_GameWorld); m_UpdateReplicatedOwnerFlag = m_GameWorld.GetECSWorld().CreateManager <UpdateReplicatedOwnerFlag>(m_GameWorld); m_TwistSystem = new TwistSystem(m_GameWorld); m_FanSystem = new FanSystem(m_GameWorld); m_TranslateScaleSystem = new TranslateScaleSystem(m_GameWorld); m_PlayerModuleClient.RegisterLocalPlayer(0, null); // Spawn PlayerState, Character and link up LocalPlayer m_Player = m_PlayerModuleServer.CreatePlayer(m_GameWorld, 0, "LocalHero", true); var playerEntity = m_Player.gameObject.GetComponent <GameObjectEntity>().Entity; var charControl = m_GameWorld.GetEntityManager().GetComponentObject <PlayerCharacterControl>(playerEntity); charControl.characterType = math.max(Game.characterType.IntValue, 0); m_Player.teamIndex = 0; m_previewGameMode = m_GameWorld.GetECSWorld().CreateManager <PreviewGameMode>(m_GameWorld, m_Player); Game.SetMousePointerLock(true); }