public HealthBarSpawnSystem(Contexts contexts, HealthBarStorage healthBarStorage) { gameContext = contexts.serverGame; this.healthBarStorage = healthBarStorage; healthBarHeightStorage = new HealthBarHeightStorage(); needHealthBar = contexts.serverGame.GetGroup(ServerGameMatcher.AllOf(ServerGameMatcher.NeedHealthBar)); }
public HitDetectionSystem(Contexts contexts, PhysicsRaycaster physicsRaycaster, ITickDeltaTimeStorage tickDeltaTimeStorage) { this.physicsRaycaster = physicsRaycaster; this.tickDeltaTimeStorage = tickDeltaTimeStorage; gameContext = contexts.serverGame; }
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); }
public UpdateTransformSystem(Contexts contexts, ISnapshotManager snapshotManager, IMatchTimeStorage matchTimeStorage) { this.snapshotManager = snapshotManager; this.matchTimeStorage = matchTimeStorage; gameContext = contexts.serverGame; var matcher = ServerGameMatcher.AllOf(ServerGameMatcher.Transform).NoneOf(ServerGameMatcher.HealthBar); withTransformGroup = contexts.serverGame.GetGroup(matcher); }
public PlayerPredictor(PhysicsRollbackManager physicsRollbackManager, Scene scene, ServerGameContext gameContext, PhysicsVelocityManager physicsVelocityManager, PhysicsRotationManager physicsRotationManager, SnapshotFactory snapshotFactory) { this.scene = scene; this.gameContext = gameContext; this.snapshotFactory = snapshotFactory; this.physicsRollbackManager = physicsRollbackManager; this.physicsVelocityManager = physicsVelocityManager; this.physicsRotationManager = physicsRotationManager; }
public LoadingImageSwitcherSystem(Contexts contexts, Image loadingImage) { this.loadingImage = loadingImage; gameContext = contexts.serverGame; }
public PlayerStopSystem(Contexts contexts) { gameContext = contexts.serverGame; }
public MaxHealthUpdaterSystem(Contexts contexts) { gameContext = contexts.serverGame; }
public CameraMoveSystem(Contexts contexts, Camera camera, Vector3 cameraShift) { mainCamera = camera; this.cameraShift = cameraShift; gameContext = contexts.serverGame; }
public ShootingHelper(Contexts contexts) { gameContext = contexts.serverGame; }
private readonly Dictionary <int, BattleRoyalePlayerModel> playerInfos; //accountId, account public UpdatePlayersSystem(Contexts contexts, BattleRoyaleClientMatchModel matchModel) { gameContext = contexts.serverGame; playerInfos = matchModel.PlayerModels .ToDictionary(item => item.AccountId); }
public SnapshotFactory(ServerGameContext context) { warshipsGroup = context.GetGroup(ServerGameMatcher .AllOf(ServerGameMatcher.Transform, ServerGameMatcher.HealthPoints)); }
public WarshipEntityFactory(Contexts contexts) { gameContext = contexts.serverGame; warshipSoValidator = new WarshipSoValidator(); }