public ServerFracturedChunkDetachCallback(Contexts contexts)
 {
     _sceneObjectContext       = contexts.sceneObject;
     _sceneObjectEntityFactory = contexts.session.entityFactoryObject.SceneObjectEntityFactory;
     _currentTime           = contexts.session.currentTimeObject;
     MapObjectEntityFactory = contexts.session.entityFactoryObject.MapObjectEntityFactory;
 }
 public ServerSceneObjectEntityFactory(SceneObjectContext sceneObjectContext,
                                       IEntityIdGenerator entityIdGenerator,
                                       IEntityIdGenerator equipGenerator, ICurrentTime currentTime)
 {
     _sceneObjectContext = sceneObjectContext;
     _idGenerator        = entityIdGenerator;
     _equipGenerator     = equipGenerator;
     _currentTime        = currentTime;
 }
예제 #3
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 public SurvivalPickupLogic(PlayerContext playerContext,
                            SceneObjectContext sceneObjectContext,
                            ISceneObjectEntityFactory sceneObjectEntityFactory,
                            RuntimeGameConfig runtimeGameConfig)
 {
     _playerContext            = playerContext;
     _runtimeGameConfig        = runtimeGameConfig;
     _sceneObjectEntityFactory = sceneObjectEntityFactory;
     _autoPickupLogic          = new AutoPickupLogic(sceneObjectContext, playerContext, sceneObjectEntityFactory);
 }
예제 #4
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 public override void OnStart()
 {
     base.OnStart();
     _contexts = mEntity.robot.Wapper.GameContexts as Contexts;
     //  bagContext = (mEntity.robot.Wapper.GameContexts as Contexts).bag;
     sceneObjectContext = _contexts.sceneObject;
     weaponGroup        = sceneObjectContext.GetGroup(
         SceneObjectMatcher.AnyOf(SceneObjectMatcher.SimpleItem)
         );
 }
예제 #5
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 public PickUpUiAdapter(PlayerContext player, SceneObjectContext sceneObject, MapObjectContext mapObject, SessionContext session, VehicleContext vehicle, FreeMoveContext freeMove, UserInputManager.Lib.UserInputManager userInputManager, UiContext uiContext)
 {
     this.player           = player;
     this.sceneObject      = sceneObject;
     this.mapObject        = mapObject;
     this.session          = session;
     this.vehicle          = vehicle;
     this.freeMove         = freeMove;
     this.userInputManager = userInputManager;
     this.uiContext        = uiContext;
 }
예제 #6
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 public SceneObjectCastLogic(
     PlayerContext playerContext,
     SceneObjectContext sceneObjectContext,
     ClientSessionObjectsComponent sessionObjectsComponent,
     IUserCmdGenerator cmdGenerator,
     float maxDistance) : base(playerContext, maxDistance)
 {
     _sceneObjectContext      = sceneObjectContext;
     _sessionObjectsComponent = sessionObjectsComponent;
     _cmdGenerator            = cmdGenerator;
 }
예제 #7
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 public NormalPickupLogic(SceneObjectContext sceneObjectContext,
                          PlayerContext playerContext,
                          ISceneObjectEntityFactory sceneObjectEntityFactory,
                          RuntimeGameConfig runtimeGameConfig,
                          int sceneWeaponLifetime)
 {
     _sceneObjectContext       = sceneObjectContext;
     _playerContext            = playerContext;
     _sceneObjectEntityFactory = sceneObjectEntityFactory;
     _sceneWeaponLifeTime      = sceneWeaponLifetime;
     _runtimeGameConfig        = runtimeGameConfig;
     _autoPickupLogic          = new AutoPickupLogic(sceneObjectContext, playerContext, sceneObjectEntityFactory);
 }
예제 #8
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        public static void ProcessSceneObjectCommand(DebugCommand message, SceneObjectContext context,
                                                     ISceneObjectEntityFactory sceneObjectEntityFactory, PlayerEntity player)
        {
            switch (message.Command)
            {
            case DebugCommands.CreateSceneObject:
                int category;
                int id;
                if (int.TryParse(message.Args[0], out category) && int.TryParse(message.Args[1], out id))
                {
                    sceneObjectEntityFactory.CreateSimpleObjectEntity((Assets.XmlConfig.ECategory)category, id,
                                                                      1, player.position.Value);
                }
                break;

            case DebugCommands.ClearSceneObject:
                context.DestroyAllEntities();
                break;
            }
        }
 public SceneObjectCastTargetLoadSystem(SceneObjectContext sceneObjectContext) : base(sceneObjectContext)
 {
     _poolRoot = new GameObject(PoolName);
     _gameObjectPool.Clear();
 }
 public ClientSceneObjectEntityFactory(SceneObjectContext sceneObjectContext, PlayerContext playerContext,
                                       IEntityIdGenerator entityIdGenerator, IEntityIdGenerator equipGenerator, ICurrentTime currentTime) : base(
         sceneObjectContext, playerContext, entityIdGenerator, equipGenerator, currentTime)
 {
 }
예제 #11
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 public SceneObjectGameContext(SceneObjectContext context, Bin2D <IGameEntity> bin) : base(context, SceneObjectComponentsLookup.componentTypes, bin)
 {
     _context = context;
 }
예제 #12
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 public CommonCastLogic(PlayerContext playerContext, SceneObjectContext sceneObjectContext, float maxDistance) : base(playerContext, maxDistance)
 {
     _sceneObjectContext = sceneObjectContext;
 }
예제 #13
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 public AutoPickupLogic(SceneObjectContext sceneObjectContext, PlayerContext playerContext, ISceneObjectEntityFactory sceneObjectEntityFactory)
 {
     _sceneObjectContext       = sceneObjectContext;
     _playerContext            = playerContext;
     _sceneObjectEntityFactory = sceneObjectEntityFactory;
 }
예제 #14
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 public ServerSceneObjectThrowingSystem(SceneObjectContext sceneObjectContext, ICurrentTime currentTime, RuntimeGameConfig config)
 {
     _throwingSceneObjectGroup = sceneObjectContext.GetGroup(SceneObjectMatcher.Throwing);
     _currentTime = currentTime;
     _gameConfig  = config;
 }
예제 #15
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 public ServerSceneObjectThrowingSystem(SceneObjectContext sceneObjectContext, ICurrentTime currentTime)
 {
     _throwingSceneObjectGroup = sceneObjectContext.GetGroup(SceneObjectMatcher.Throwing);
     _currentTime = currentTime;
 }