public static EntityTemplate CreateCubeEntityTemplate(Vector3 location) { var template = new EntityTemplate(); template.AddComponent(new Position.Snapshot(location.ToCoordinates()), WorkerUtils.UnityGameLogic); template.AddComponent(new Metadata.Snapshot("Cube"), WorkerUtils.UnityGameLogic); template.AddComponent(new Persistence.Snapshot(), WorkerUtils.UnityGameLogic); template.AddComponent(new CubeColor.Snapshot(), WorkerUtils.UnityGameLogic); template.AddComponent(new CubeTargetVelocity.Snapshot(new Vector3f(-2.0f, 0, 0)), WorkerUtils.UnityGameLogic); template.AddComponent(new Launchable.Snapshot(), WorkerUtils.UnityGameLogic); TransformSynchronizationHelper.AddTransformSynchronizationComponents(template, WorkerUtils.UnityGameLogic, Quaternion.identity, location); var query = InterestQuery.Query(Constraint.RelativeCylinder(radius: CheckoutRadius)).FilterResults(new[] { Position.ComponentId, Metadata.ComponentId, TransformInternal.ComponentId }); var interest = InterestTemplate.Create() .AddQueries <Position.Component>(query); template.AddComponent(interest.ToSnapshot()); template.SetReadAccess(WorkerUtils.MobileClient, WorkerUtils.UnityClient, WorkerUtils.UnityGameLogic); return(template); }
public static EntityTemplate CreateSpinnerEntityTemplate(Coordinates coords) { var transform = TransformUtils.CreateTransformSnapshot(coords.ToUnityVector(), Quaternion.identity); var template = new EntityTemplate(); template.AddComponent(new Position.Snapshot(coords), WorkerUtils.UnityGameLogic); template.AddComponent(new Metadata.Snapshot("Spinner"), WorkerUtils.UnityGameLogic); template.AddComponent(transform, WorkerUtils.UnityGameLogic); template.AddComponent(new Persistence.Snapshot(), WorkerUtils.UnityGameLogic); template.AddComponent(new Collisions.Snapshot(), WorkerUtils.UnityGameLogic); template.AddComponent(new SpinnerColor.Snapshot(Color.BLUE), WorkerUtils.UnityGameLogic); template.AddComponent(new SpinnerRotation.Snapshot(), WorkerUtils.UnityGameLogic); var query = InterestQuery.Query(Constraint.RelativeCylinder(radius: CheckoutRadius)).FilterResults(new[] { Position.ComponentId, Metadata.ComponentId, TransformInternal.ComponentId }); var interest = InterestTemplate.Create() .AddQueries <Position.Component>(query); template.AddComponent(interest.ToSnapshot()); template.SetReadAccess(WorkerUtils.MobileClient, WorkerUtils.UnityClient, WorkerUtils.UnityGameLogic); return(template); }
public static EntityTemplate CreatePlayerEntityTemplate(EntityId entityId, string workerId, byte[] serializedArguments) { var clientAttribute = EntityTemplate.GetWorkerAccessAttribute(workerId); var serverAttribute = UnityGameLogicConnector.WorkerType; var position = new Vector3(0, 1f, 0); var coords = Coordinates.FromUnityVector(position); var template = new EntityTemplate(); template.AddComponent(new Position.Snapshot(coords), clientAttribute); template.AddComponent(new Metadata.Snapshot("Player"), serverAttribute); PlayerLifecycleHelper.AddPlayerLifecycleComponents(template, workerId, serverAttribute); TransformSynchronizationHelper.AddTransformSynchronizationComponents(template, clientAttribute, position); const int serverRadius = 500; var clientRadius = workerId.Contains(MobileClientWorkerConnector.WorkerType) ? 100 : 500; var serverQuery = InterestQuery.Query(Constraint.RelativeCylinder(serverRadius)); var clientQuery = InterestQuery.Query(Constraint.RelativeCylinder(clientRadius)); var interest = InterestTemplate.Create() .AddQueries <Metadata.Component>(serverQuery) .AddQueries <Position.Component>(clientQuery); template.AddComponent(interest.ToSnapshot(), serverAttribute); template.SetReadAccess(UnityClientConnector.WorkerType, MobileClientWorkerConnector.WorkerType, serverAttribute); template.SetComponentWriteAccess(EntityAcl.ComponentId, serverAttribute); return(template); }
private static void AddPlayerSpawner(Snapshot snapshot) { var serverAttribute = UnityGameLogicConnector.WorkerType; var template = new EntityTemplate(); template.AddComponent(new Position.Snapshot(), serverAttribute); template.AddComponent(new Metadata.Snapshot("PlayerCreator"), serverAttribute); template.AddComponent(new Persistence.Snapshot(), serverAttribute); template.AddComponent(new PlayerCreator.Snapshot(), serverAttribute); var query = InterestQuery.Query(Constraint.RelativeCylinder(500)); var interest = InterestTemplate.Create() .AddQueries <Position.Component>(query); template.AddComponent(interest.ToSnapshot(), serverAttribute); template.SetReadAccess( UnityClientConnector.WorkerType, UnityGameLogicConnector.WorkerType, MobileClientWorkerConnector.WorkerType); template.SetComponentWriteAccess(EntityAcl.ComponentId, serverAttribute); snapshot.AddEntity(template); }
public static InterestTemplate CreateQuery() { var radiusQuery = InterestQuery.Query(Constraint.RelativeSphere(100)); InterestTemplate interestTemplate = InterestTemplate.Create().AddQueries <TankColor.Component>(radiusQuery); return(interestTemplate); }
public static EntityTemplate CreatePlayerEntityTemplate(EntityId entityId, string clientWorkerId, byte[] playerCreationArguments) { var clientAttribute = EntityTemplate.GetWorkerAccessAttribute(clientWorkerId); var template = new EntityTemplate(); template.AddComponent(new Position.Snapshot(), clientAttribute); template.AddComponent(new Metadata.Snapshot("Character"), WorkerUtils.UnityGameLogic); template.AddComponent(new PlayerInput.Snapshot(), clientAttribute); template.AddComponent(new Launcher.Snapshot(100, 0), WorkerUtils.UnityGameLogic); template.AddComponent(new Score.Snapshot(), WorkerUtils.UnityGameLogic); template.AddComponent(new CubeSpawner.Snapshot(new List <EntityId>()), WorkerUtils.UnityGameLogic); TransformSynchronizationHelper.AddTransformSynchronizationComponents(template, clientAttribute); PlayerLifecycleHelper.AddPlayerLifecycleComponents(template, clientWorkerId, WorkerUtils.UnityGameLogic); var clientSelfInterest = InterestQuery.Query(Constraint.EntityId(entityId)).FilterResults(new[] { Position.ComponentId, Metadata.ComponentId, TransformInternal.ComponentId, CubeSpawner.ComponentId, Score.ComponentId, Launcher.ComponentId }); var clientRangeInterest = InterestQuery.Query(Constraint.RelativeCylinder(radius: CheckoutRadius)) .FilterResults(new[] { Position.ComponentId, Metadata.ComponentId, TransformInternal.ComponentId, Collisions.ComponentId, SpinnerColor.ComponentId, SpinnerRotation.ComponentId, CubeColor.ComponentId, Score.ComponentId, Launchable.ComponentId }); var serverSelfInterest = InterestQuery.Query(Constraint.EntityId(entityId)).FilterResults(new[] { Position.ComponentId, Metadata.ComponentId, TransformInternal.ComponentId, Score.ComponentId }); var serverRangeInterest = InterestQuery.Query(Constraint.RelativeCylinder(radius: CheckoutRadius)) .FilterResults(new[] { Position.ComponentId, Metadata.ComponentId, TransformInternal.ComponentId, Collisions.ComponentId, SpinnerColor.ComponentId, SpinnerRotation.ComponentId, Score.ComponentId }); var interest = InterestTemplate.Create() .AddQueries <Position.Component>(clientSelfInterest, clientRangeInterest) .AddQueries <Metadata.Component>(serverSelfInterest, serverRangeInterest); template.AddComponent(interest.ToSnapshot()); template.SetReadAccess(WorkerUtils.MobileClient, WorkerUtils.UnityClient, WorkerUtils.UnityGameLogic); return(template); }
static void AddSymbolicTowerQuery <T>(InterestTemplate interest) where T : ISpatialComponentData { var towerQuery = InterestQuery.Query( Constraint.All( Constraint.Component(SymbolicTower.ComponentId), Constraint.RelativeSphere(FixedParams.WorldInterestLimit))) .FilterResults(Position.ComponentId, SymbolicTower.ComponentId, Metadata.ComponentId) .WithMaxFrequencyHz(FixedParams.WorldInterestFrequency); interest.AddQueries <T>(towerQuery); }
public void Create_from_template_modifies_a_deep_copy() { var originalInterest = EmptyInterest .AddQueries <Position.Component>(BasicQuery) .AddQueries <Metadata.Component>(BasicQuery); var modifiedInterest = InterestTemplate .Create(originalInterest) .ClearQueries <Position.Component>() .AsComponentInterest(); Assert.AreEqual(2, originalInterest.AsComponentInterest().Keys.Count); Assert.AreEqual(1, modifiedInterest.Keys.Count); }
public static EntityTemplate CreatePlayerEntityTemplate(EntityId entityId, string workerId, byte[] serializedArguments) { var clientAttribute = EntityTemplate.GetWorkerAccessAttribute(workerId); var serverAttribute = WorkerTypes.UnityGameLogic; var position = new Vector3(0, 1f, 0); var coords = Coordinates.FromUnityVector(position); var template = new EntityTemplate(); PlayerLifecycleHelper.AddPlayerLifecycleComponents(template, workerId, serverAttribute); template.AddComponent(new Position.Snapshot(coords), serverAttribute); template.AddComponent(new Metadata.Snapshot("Player"), serverAttribute); template.AddComponent(new ServerUpdate.Snapshot(), serverAttribute); template.AddComponent(new ClientUpdate.Snapshot(), clientAttribute); var radius = 100; var clientSelfInterest = InterestQuery.Query(Constraint.EntityId(entityId)).FilterResults(new[] { ClientUpdate.ComponentId, ServerUpdate.ComponentId, Metadata.ComponentId, OwningWorker.ComponentId, Position.ComponentId }); var clientRangeInterest = InterestQuery.Query(Constraint.RelativeCylinder(radius)).FilterResults(new[] { Metadata.ComponentId, Position.ComponentId }); var serverSelfInterest = InterestQuery.Query(Constraint.EntityId(entityId)).FilterResults(new[] { ServerUpdate.ComponentId, ClientUpdate.ComponentId, Metadata.ComponentId, OwningWorker.ComponentId, Position.ComponentId }); var serverRangeInterest = InterestQuery.Query(Constraint.RelativeCylinder(radius)).FilterResults(new[] { Metadata.ComponentId, Position.ComponentId }); var interest = InterestTemplate.Create() .AddQueries <ClientUpdate.Component>(clientSelfInterest, clientRangeInterest) .AddQueries <ServerUpdate.Component>(serverSelfInterest, serverRangeInterest); template.AddComponent(interest.ToSnapshot(), serverAttribute); template.SetReadAccess(WorkerTypes.UnityClient, serverAttribute); template.SetComponentWriteAccess(EntityAcl.ComponentId, serverAttribute); return(template); }
static void AddMinimapQuery <T>(InterestTemplate interest) where T : ISpatialComponentData { var minimapQuery = InterestQuery.Query( Constraint.All( Constraint.Any(Constraint.Component(CommanderStatus.ComponentId), Constraint.Component(StrongholdStatus.ComponentId), Constraint.Component(HeadQuarters.ComponentId)), Constraint.RelativeSphere(FixedParams.WorldInterestLimit))) .FilterResults(Position.ComponentId, BaseUnitStatus.ComponentId, TransformInternal.ComponentId) .WithMaxFrequencyHz(FixedParams.WorldInterestFrequency); interest.AddQueries <T>(minimapQuery); }
void Test() { var playerQuery = InterestQuery.Query( Constraint.All( Constraint.Component <PlayerInfo.Component>(), Constraint.RelativeSphere(20)) ).FilterResults(Position.ComponentId, PlayerInfo.ComponentId); var minimapQuery = InterestQuery.Query( Constraint.All( Constraint.Component <MinimapRepresentaion.Component>(), Constraint.RelativeBox(50, double.PositiveInfinity, 50)) ).FilterResults(Position.ComponentId, MinimapRepresentaion.ComponentId); var interestTemplate = InterestTemplate.Create() .AddQueries <PlayerControls.Component>(playerQuery, minimapQuery); var playerTemplate = new EntityTemplate(); playerTemplate.AddComponent(interestTemplate.ToSnapshot(), WorkerUtils.UnityGameLogic); }
private static EntityTemplate CreatePlayerEntityTemplate(string workerId, byte[] serializedArguments) { var clientAttribute = EntityTemplate.GetWorkerAccessAttribute(workerId); var resourceQuery = InterestQuery.Query(Constraint.RelativeCylinder(50.0)); var interestTemplate = InterestTemplate.Create(); interestTemplate.AddQueries <Position.Component>(resourceQuery); var template = new EntityTemplate(); // TODO: Don't give the client authority over the Position component. template.AddComponent(new Position.Snapshot(), clientAttribute); template.AddComponent(new Metadata.Snapshot("Player"), WorkerType); template.AddComponent(interestTemplate.ToSnapshot(), WorkerType); PlayerLifecycleHelper.AddPlayerLifecycleComponents(template, workerId, WorkerType); template.SetReadAccess(WorkerUtils.AllWorkers); template.SetComponentWriteAccess(EntityAcl.ComponentId, WorkerType); return(template); }
private static void AddPlayerSpawner(Snapshot snapshot, Coordinates playerSpawnerLocation) { var template = new EntityTemplate(); template.AddComponent(new Position.Snapshot(playerSpawnerLocation), WorkerUtils.UnityGameLogic); template.AddComponent(new Metadata.Snapshot { EntityType = "PlayerCreator" }, WorkerUtils.UnityGameLogic); template.AddComponent(new Persistence.Snapshot(), WorkerUtils.UnityGameLogic); template.AddComponent(new PlayerCreator.Snapshot(), WorkerUtils.UnityGameLogic); template.AddComponent(new WorldTimer.Snapshot(), WorkerUtils.UnityGameLogic); var query = InterestQuery.Query(Constraint.RelativeCylinder(500)); var interest = InterestTemplate.Create() .AddQueries <Position.Component>(query); template.AddComponent(interest.ToSnapshot(), WorkerUtils.UnityGameLogic); template.SetReadAccess(WorkerUtils.UnityGameLogic, WorkerUtils.UnityClient, WorkerUtils.MobileClient); template.SetComponentWriteAccess(EntityAcl.ComponentId, WorkerUtils.UnityGameLogic); snapshot.AddEntity(template); }
public static EntityTemplate CreateSphereTemplate(Quaternion rotation, Vector3 position = default) { var serverAttribute = UnityGameLogicConnector.WorkerType; var template = new EntityTemplate(); template.AddComponent(new Position.Snapshot(Coordinates.FromUnityVector(position)), serverAttribute); template.AddComponent(new Metadata.Snapshot("Sphere"), serverAttribute); template.AddComponent(new Persistence.Snapshot(), serverAttribute); TransformSynchronizationHelper.AddTransformSynchronizationComponents(template, serverAttribute, rotation, position); const int serverRadius = 500; var query = InterestQuery.Query(Constraint.RelativeCylinder(serverRadius)); var interest = InterestTemplate.Create().AddQueries <Position.Component>(query); template.AddComponent(interest.ToSnapshot()); template.SetReadAccess(UnityClientConnector.WorkerType, MobileClientWorkerConnector.WorkerType, serverAttribute); return(template); }
public static EntityTemplate Player(EntityId entityId, string workerId, byte[] args) { var client = EntityTemplate.GetWorkerAccessAttribute(workerId); var(spawnPosition, spawnYaw, spawnPitch) = SpawnPoints.GetRandomSpawnPoint(); var serverResponse = new ServerResponse { Position = spawnPosition.ToVector3Int() }; var rotationUpdate = new RotationUpdate { Yaw = spawnYaw.ToInt1k(), Pitch = spawnPitch.ToInt1k() }; var pos = new Position.Snapshot { Coords = Coordinates.FromUnityVector(spawnPosition) }; var serverMovement = new ServerMovement.Snapshot { Latest = serverResponse }; var clientMovement = new ClientMovement.Snapshot { Latest = new ClientRequest() }; var clientRotation = new ClientRotation.Snapshot { Latest = rotationUpdate }; var shootingComponent = new ShootingComponent.Snapshot(); var gunComponent = new GunComponent.Snapshot { GunId = PlayerGunSettings.DefaultGunIndex }; var gunStateComponent = new GunStateComponent.Snapshot { IsAiming = false }; var healthComponent = new HealthComponent.Snapshot { Health = PlayerHealthSettings.MaxHealth, MaxHealth = PlayerHealthSettings.MaxHealth, }; var healthRegenComponent = new HealthRegenComponent.Snapshot { CooldownSyncInterval = PlayerHealthSettings.SpatialCooldownSyncInterval, DamagedRecently = false, RegenAmount = PlayerHealthSettings.RegenAmount, RegenCooldownTimer = PlayerHealthSettings.RegenAfterDamageCooldown, RegenInterval = PlayerHealthSettings.RegenInterval, RegenPauseTime = 0, }; var template = new EntityTemplate(); template.AddComponent(pos, WorkerUtils.UnityGameLogic); template.AddComponent(new Metadata.Snapshot { EntityType = "Player" }, WorkerUtils.UnityGameLogic); template.AddComponent(serverMovement, WorkerUtils.UnityGameLogic); template.AddComponent(clientMovement, client); template.AddComponent(clientRotation, client); template.AddComponent(shootingComponent, client); template.AddComponent(gunComponent, WorkerUtils.UnityGameLogic); template.AddComponent(gunStateComponent, client); template.AddComponent(healthComponent, WorkerUtils.UnityGameLogic); template.AddComponent(healthRegenComponent, WorkerUtils.UnityGameLogic); PlayerLifecycleHelper.AddPlayerLifecycleComponents(template, workerId, WorkerUtils.UnityGameLogic); const int serverRadius = 150; var clientRadius = workerId.Contains(WorkerUtils.MobileClient) ? 60 : 150; // Position, Metadata, OwningWorker and ServerMovement are included in all queries, since these // components are required by the GameObject creator. // HealthComponent is needed by the LookAtRagdoll script for respawn behaviour. // GunComponent is needed by the GunManager script. var clientSelfInterest = InterestQuery.Query(Constraint.EntityId(entityId)).FilterResults(new[] { Position.ComponentId, Metadata.ComponentId, OwningWorker.ComponentId, ServerMovement.ComponentId, HealthComponent.ComponentId, GunComponent.ComponentId }); // ClientRotation is used for rendering other players. // GunComponent is required by the GunManager script. // GunStateComponent and ShootingComponent are needed for rendering other players' shots. var clientRangeInterest = InterestQuery.Query(Constraint.RelativeCylinder(clientRadius)).FilterResults(new[] { Position.ComponentId, Metadata.ComponentId, OwningWorker.ComponentId, ServerMovement.ComponentId, ClientRotation.ComponentId, HealthComponent.ComponentId, GunComponent.ComponentId, GunStateComponent.ComponentId, ShootingComponent.ComponentId }); // ClientMovement is used by the ServerMovementDriver script. // ShootingComponent is used by the ServerShootingSystem. var serverSelfInterest = InterestQuery.Query(Constraint.EntityId(entityId)).FilterResults(new[] { ClientMovement.ComponentId, ShootingComponent.ComponentId }); // ClientRotation is used for driving player proxies. // HealthComponent is required by the VisiblityAndCollision script. // ShootingComponent is used by the ServerShootingSystem. var serverRangeInterest = InterestQuery.Query(Constraint.RelativeCylinder(serverRadius)).FilterResults(new[] { Position.ComponentId, Metadata.ComponentId, OwningWorker.ComponentId, ServerMovement.ComponentId, ClientRotation.ComponentId, HealthComponent.ComponentId, ShootingComponent.ComponentId }); var interest = InterestTemplate.Create() .AddQueries <ClientMovement.Component>(clientSelfInterest, clientRangeInterest) .AddQueries <ServerMovement.Component>(serverSelfInterest, serverRangeInterest); template.AddComponent(interest.ToSnapshot()); template.SetReadAccess(WorkerUtils.UnityClient, WorkerUtils.UnityGameLogic, WorkerUtils.MobileClient); return(template); }
public static EntityTemplate Player(string workerId, byte[] args) { var client = EntityTemplate.GetWorkerAccessAttribute(workerId); var(spawnPosition, spawnYaw, spawnPitch) = SpawnPoints.GetRandomSpawnPoint(); var serverResponse = new ServerResponse { Position = spawnPosition.ToIntAbsolute() }; var rotationUpdate = new RotationUpdate { Yaw = spawnYaw.ToInt1k(), Pitch = spawnPitch.ToInt1k() }; var pos = new Position.Snapshot { Coords = spawnPosition.ToSpatialCoordinates() }; var serverMovement = new ServerMovement.Snapshot { Latest = serverResponse }; var clientMovement = new ClientMovement.Snapshot { Latest = new ClientRequest() }; var clientRotation = new ClientRotation.Snapshot { Latest = rotationUpdate }; var shootingComponent = new ShootingComponent.Snapshot(); var gunComponent = new GunComponent.Snapshot { GunId = PlayerGunSettings.DefaultGunIndex }; var gunStateComponent = new GunStateComponent.Snapshot { IsAiming = false }; var healthComponent = new HealthComponent.Snapshot { Health = PlayerHealthSettings.MaxHealth, MaxHealth = PlayerHealthSettings.MaxHealth, }; var healthRegenComponent = new HealthRegenComponent.Snapshot { CooldownSyncInterval = PlayerHealthSettings.SpatialCooldownSyncInterval, DamagedRecently = false, RegenAmount = PlayerHealthSettings.RegenAmount, RegenCooldownTimer = PlayerHealthSettings.RegenAfterDamageCooldown, RegenInterval = PlayerHealthSettings.RegenInterval, RegenPauseTime = 0, }; var sessionQuery = InterestQuery.Query(Constraint.Component <Session.Component>()); var checkoutQuery = InterestQuery.Query(Constraint.RelativeCylinder(150)); var interestTemplate = InterestTemplate.Create().AddQueries <ClientMovement.Component>(sessionQuery, checkoutQuery); var interestComponent = interestTemplate.ToSnapshot(); var playerName = Encoding.ASCII.GetString(args); var playerStateComponent = new PlayerState.Snapshot { Name = playerName, Kills = 0, Deaths = 0, }; var playerResComponent = new Pickups.PlayerRes.Snapshot(0); var soldierManagerComponent = new Soldiers.SoldierManager.Snapshot(); var template = new EntityTemplate(); template.AddComponent(pos, WorkerUtils.UnityGameLogic); template.AddComponent(new Metadata.Snapshot { EntityType = "Player" }, WorkerUtils.UnityGameLogic); template.AddComponent(serverMovement, WorkerUtils.UnityGameLogic); template.AddComponent(clientMovement, client); template.AddComponent(clientRotation, client); template.AddComponent(shootingComponent, client); template.AddComponent(gunComponent, WorkerUtils.UnityGameLogic); template.AddComponent(gunStateComponent, client); template.AddComponent(healthComponent, WorkerUtils.UnityGameLogic); template.AddComponent(healthRegenComponent, WorkerUtils.UnityGameLogic); template.AddComponent(playerStateComponent, WorkerUtils.UnityGameLogic); template.AddComponent(interestComponent, WorkerUtils.UnityGameLogic); template.AddComponent(playerResComponent, WorkerUtils.UnityGameLogic); template.AddComponent(soldierManagerComponent, WorkerUtils.UnityGameLogic); PlayerLifecycleHelper.AddPlayerLifecycleComponents(template, workerId, WorkerUtils.UnityGameLogic); template.SetReadAccess(WorkerUtils.UnityClient, WorkerUtils.UnityGameLogic, WorkerUtils.MobileClient); template.SetComponentWriteAccess(EntityAcl.ComponentId, WorkerUtils.UnityGameLogic); return(template); }
static void AddBasicQuery <T>(InterestTemplate interest) where T : ISpatialComponentData { var basicQuery = InterestQuery.Query(Constraint.RelativeSphere(FixedParams.PlayerInterestLimit)); interest.AddQueries <T>(basicQuery); }
private static void SwitchType(EntityTemplate template, UnitType type, string writeAccess) { switch (type) { case UnitType.Soldier: template.AddComponent(new BulletComponent.Snapshot(), writeAccess); template.AddComponent(new BaseUnitPosture.Snapshot { Posture = new PostureInfo { Datas = new Dictionary <PosturePoint, PostureData>() } }, writeAccess); break; case UnitType.Commander: template.AddComponent(new BulletComponent.Snapshot(), writeAccess); template.AddComponent(new CommanderStatus.Snapshot { Order = new OrderPair { Self = OrderType.Idle, Upper = OrderType.Idle }, Rank = 0, }, writeAccess); template.AddComponent(new CommanderTeam.Snapshot { FollowerInfo = new FollowerInfo { Followers = new List <EntityId>(), UnderCommanders = new List <EntityId>() }, SuperiorInfo = new SuperiorInfo() }, writeAccess); template.AddComponent(new CommanderSight.Snapshot { WarPowers = new List <WarPower>() }, writeAccess); template.AddComponent(new CommanderAction.Snapshot { ActionType = CommandActionType.None }, writeAccess); template.AddComponent(new BaseUnitPosture.Snapshot { Posture = new PostureInfo { Datas = new Dictionary <PosturePoint, PostureData>() } }, writeAccess); template.AddComponent(new DominationDevice.Snapshot { Type = DominationDeviceType.Capturing, Speed = 0.0f, }, writeAccess); break; case UnitType.Stronghold: template.AddComponent(new StrongholdUnitStatus.Snapshot(), writeAccess); template.AddComponent(new UnitFactory.Snapshot { FollowerOrders = new List <FollowerOrder>(), SuperiorOrders = new List <SuperiorOrder>() }, writeAccess); template.AddComponent(new UnitArmyObserver.Snapshot(), writeAccess); template.AddComponent(new DominationStamina.Snapshot { SideStaminas = new Dictionary <UnitSide, float>() }, writeAccess); break; case UnitType.HeadQuarter: //template.AddComponent(new HeadQuarters.Snapshot { UpperRank = 0, // FactoryDatas = new FactoryMap { Reserves = new Dictionary<EntityId,ReserveMap>() }, // Orders = new List<OrganizeOrder>() }, writeAccess); template.AddComponent(new CommandersManager.Snapshot { State = CommanderManagerState.None, CommanderDatas = new Dictionary <EntityId, TeamInfo>() }, writeAccess); var strongholdQuery = InterestQuery.Query(Constraint.Component <StrongholdUnitStatus.Component>()) .FilterResults(Position.ComponentId, BaseUnitStatus.ComponentId); var interestTemplate = InterestTemplate.Create().AddQueries <CommandersManager.Component>(strongholdQuery); template.AddComponent(interestTemplate.ToSnapshot(), writeAccess); break; } }
public static EntityTemplate CreateAdvancedUnitEntityTemplate(string workerId, Coordinates coords, UnitSide side) { bool isPlayer = workerId != null; string controllAttribute; if (isPlayer) { controllAttribute = EntityTemplate.GetWorkerAccessAttribute(workerId); } else { controllAttribute = WorkerUtils.UnityGameLogic; } var template = new EntityTemplate(); template.AddComponent(new Position.Snapshot { Coords = coords }, controllAttribute); template.AddComponent(new Metadata.Snapshot(isPlayer ? "Player" : "AdvancedUnit"), WorkerUtils.UnityGameLogic); template.AddComponent(new BulletComponent.Snapshot(), controllAttribute); template.AddComponent(new AdvancedUnitController.Snapshot { IsPlayer = isPlayer }, controllAttribute); template.AddComponent(new BaseUnitHealth.Snapshot(), WorkerUtils.UnityGameLogic); template.AddComponent(new GunComponent.Snapshot { GunsDic = new Dictionary <int, GunInfo>() }, WorkerUtils.UnityGameLogic); template.AddComponent(new FuelComponent.Snapshot(), WorkerUtils.UnityGameLogic); InterestTemplate interest = InterestTemplate.Create(); if (isPlayer) { template.AddComponent(new AdvancedPlayerInput.Snapshot(), controllAttribute); template.AddComponent(new PlayerInfo.Snapshot { ClientWorkerId = workerId }, controllAttribute); PlayerLifecycleHelper.AddPlayerLifecycleComponents(template, workerId, WorkerUtils.UnityGameLogic); // for minimap QBI template.AddComponent(new MinimapComponent.Snapshot(), controllAttribute); AddMinimapQuery <MinimapComponent.Component>(interest); // for symbolic_tower QBI template.AddComponent(new SymbolicTowerSight.Snapshot(), controllAttribute); AddSymbolicTowerQuery <SymbolicTowerSight.Component>(interest); } else { template.AddComponent(new AdvancedUnmannedInput.Snapshot(), controllAttribute); } template.AddComponent(new BaseUnitStatus.Snapshot { Type = UnitType.Advanced, Side = side, State = UnitState.Alive }, WorkerUtils.UnityGameLogic); TransformSynchronizationHelper.AddTransformSynchronizationComponents(template, controllAttribute); // 共通QBI AddBasicQuery <Position.Component>(interest); template.AddComponent(interest.ToSnapshot(), controllAttribute); template.SetReadAccess(UnityClientConnector.WorkerType, MobileClientWorkerConnector.WorkerType, WorkerUtils.UnityGameLogic); template.SetComponentWriteAccess(EntityAcl.ComponentId, WorkerUtils.UnityGameLogic); return(template); }