protected override void OnCreate() { _interpolatedDespawnQueue = new NativeQueue <DelayedDespawnGhost>(Allocator.Persistent); _predictedDespawnQueue = new NativeQueue <DelayedDespawnGhost>(Allocator.Persistent); _networkTimeSystem = World.GetOrCreateSystem <NetworkTimeSystem>(); _ghostReceiveSystem = World.GetOrCreateSystem <GhostReceiveSystem>(); _barrier = World.GetOrCreateSystem <BeginSimulationEntityCommandBufferSystem>(); }
protected override void OnCreate() { RequireSingletonForUpdate <NetworkSnapshotAckComponent>(); RequireSingletonForUpdate <GhostPrefabCollectionComponent>(); _ghostCollectionSystem = World.GetOrCreateSystem <GhostCollectionSystem>(); _delayedSpawnQueue = new NativeQueue <DelayedSpawnGhost>(Allocator.Persistent); _ghostRecvSystem = World.GetOrCreateSystem <GhostReceiveSystem>(); _networkTimeSystem = World.GetOrCreateSystem <NetworkTimeSystem>(); }
protected override void OnCreate() { base.OnCreate(); SortSystems(); isServer = World.GetExistingSystem <ClientSimulationSystemGroup>() == null; if (!isServer) { _networkTimeSystem = World.GetOrCreateSystem <NetworkTimeSystem>(); } }
protected override void OnCreate() { base.OnCreate(); _networkTime = World.GetOrCreateSystem <NetworkTimeSystem>(); _ghostQuery = GetEntityQuery( ComponentType.Exclude <GhostPredictionComponent>(), ComponentType.ReadWrite <GhostComponent>(), ComponentType.ReadWrite <SnapshotData>(), ComponentType.ReadWrite <SnapshotDataBuffer>()); RequireSingletonForUpdate <NetworkStreamInGame>(); }
protected override void OnCreate() { var ent = EntityManager.CreateEntity(); EntityManager.AddComponentData(ent, default(PredictedGhostSpawnList)); EntityManager.AddBuffer <PredictedGhostSpawn>(ent); RequireSingletonForUpdate <PredictedGhostSpawnList>(); _ghostInitQuery = GetEntityQuery(ComponentType.ReadOnly <PredictedGhostSpawnRequestComponent>(), ComponentType.ReadWrite <GhostComponent>()); _ghostQuery = GetEntityQuery(ComponentType.ReadWrite <GhostComponent>(), ComponentType.ReadOnly <PredictedGhostSpawnPendingComponent>()); _barrier = World.GetOrCreateSystem <BeginSimulationEntityCommandBufferSystem>(); _networkTimeSystem = World.GetOrCreateSystem <NetworkTimeSystem>(); _ghostCollectionSystem = World.GetOrCreateSystem <GhostCollectionSystem>(); _ghostPredictionSystemGroup = World.GetOrCreateSystem <GhostPredictionSystemGroup>(); }