private void ConfigurePlayerLifeCycle(Unity.Entities.World world) { PlayerLifecycleHelper.AddClientSystems(world); world.GetOrCreateManager <HandlePlayerHeartbeatRequestSystem>(); var fallback = new GameObjectCreatorFromMetadata(Worker.WorkerId, Worker.Origin, Worker.LogDispatcher); GameObjectCreationHelper.EnableStandardGameObjectCreation( world, new AdvancedEntityCreationPipeline( Worker, EntityUtils.PlayerEntityType, AuthPlayer, NonAuthPlayer, fallback), gameObject); }
static int _m_GetOrCreateManager(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); Unity.Entities.World gen_to_be_invoked = (Unity.Entities.World)translator.FastGetCSObj(L, 1); { System.Type _type = (System.Type)translator.GetObject(L, 2, typeof(System.Type)); Unity.Entities.ScriptBehaviourManager gen_ret = gen_to_be_invoked.GetOrCreateManager(_type); translator.Push(L, gen_ret); return(1); } } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } }
private void ConfigureFpsSystems(Unity.Entities.World world) { world.GetOrCreateManager <ServerHealthModifierSystem>(); world.GetOrCreateManager <HealthRegenSystem>(); }