public override void RegisterSystems() { base.RegisterSystems(); TransfromSynchronizationSystemHelper.RegisterClientSystems(World); PlayerLifecycleConfig.RegisterClientSystems(World); // Entity initialization systems World.GetOrCreateManager <GameObjectInitializationSystem>(); World.GetOrCreateManager <ArchetypeInitializationSystem>(); // SpatailOS systems World.GetOrCreateManager <DisconnectSystem>(); // Client test event systems World.GetOrCreateManager <ProcessColorChangeSystem>(); // Client player movement systems World.GetOrCreateManager <LocalPlayerInputSync>(); World.GetOrCreateManager <InitCameraSystem>(); World.GetOrCreateManager <FollowCameraSystem>(); // Client player UI systems World.GetOrCreateManager <InitUISystem>(); World.GetOrCreateManager <UpdateUISystem>(); // Client player commands system World.GetOrCreateManager <PlayerCommandsSystem>(); // Metric sending system World.GetOrCreateManager <MetricSendSystem>(); }
public override void RegisterSystems() { base.RegisterSystems(); TransfromSynchronizationSystemHelper.RegisterServerSystems(World); PlayerLifecycleConfig.RegisterServerSystems(World); // Entity initialization systems World.GetOrCreateManager <GameObjectInitializationSystem>(); World.GetOrCreateManager <ArchetypeInitializationSystem>(); // SpatailOS systems World.GetOrCreateManager <DisconnectSystem>(); // Server cube movement systems World.GetOrCreateManager <CubeMovementSystem>(); // Server player movement systems World.GetOrCreateManager <MoveLocalPlayerSystem>(); // Server test event systems World.GetOrCreateManager <TriggerColorChangeSystem>(); // Server test command systems World.GetOrCreateManager <ProcessLaunchCommandSystem>(); World.GetOrCreateManager <ProcessRechargeSystem>(); // Metric sending system World.GetOrCreateManager <MetricSendSystem>(); }