public CreateMoverSystem(Contexts contexts, Services services) : base(contexts.input) { _gameContext = contexts.game; _inputContext = contexts.input; // ContextEntityChanged cachedDestroyEntity = Destorymover; // _gameContext.OnEntityWillBeDestroyed += cachedDestroyEntity; _movers = contexts.game.GetGroup(GameMatcher.AllOf(GameMatcher.Mover)); _client = services.ClientSystem; }
public StateFixSystem(Contexts contexts, Services services) : base(services.BackContext) { _context = contexts.game; _backGameContext = services.BackContext; _client = services.ClientSystem; _tmpGameContext = new GameContext(); _tmpGameContext.AddEntityIndex(new PrimaryEntityIndex <GameEntity, ushort>( "Id", _tmpGameContext.GetGroup(GameMatcher.Id), (e, c) => ((IdComponent)c).Value)); serverBuffer = new BitBuffer(512); localBuffer = new BitBuffer(512); }
public void StartClient() { if (Mode != Mode.Inactive) { throw new ApplicationException("Can't start client if already active."); } _client = new ClientNetworkSystem(_contexts); _client.TickRate = (ushort)TargetTickPerSecond; _client.PanicStateCount = PanicStateCount; _client.PanicCleanupTarget = PanicCleanupTarget; var services = new Services { ClientSystem = _client }; _clientFeature = new ClientFeature(_contexts, services); Mode = Mode.Client; }
public void StartClient() { if (Mode != Mode.Inactive) { throw new ApplicationException("Can't start client if already active."); } _backGameContext = new GameContext(); _backGameContext.AddEntityIndex(new Entitas.PrimaryEntityIndex <GameEntity, ushort>( "Id", _backGameContext.GetGroup(GameMatcher.Id), (e, c) => ((IdComponent)c).Value)); if (Application.isPlaying) { var observer = new Entitas.VisualDebugging.Unity.ContextObserver(_backGameContext); observer.gameObject.name = "backGame"; DontDestroyOnLoad(observer.gameObject); } _client = new ClientNetworkSystem(_contexts.game, _backGameContext) { TickRate = (ushort)TargetTickPerSecond, PanicStateCount = PanicStateCount, PanicCleanupTarget = PanicCleanupTarget }; var services = new Services { ClientSystem = _client, BackContext = _backGameContext }; _clientFeature = new ClientFeature(_contexts, services); _clientViewFeature = new ClientViewFeature(_contexts, services); Mode = Mode.Client; }
public CommandMoveSystem(Contexts contexts, Services services) : base(contexts.input) { _movers = contexts.game.GetGroup(GameMatcher.AllOf(GameMatcher.Mover)); _gameContext = contexts.game; _client = services.ClientSystem; }