예제 #1
0
        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);
        }
예제 #2
0
        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));
            }
        }
예제 #3
0
 private void ConfigureFpsSystems(Unity.Entities.World world)
 {
     world.GetOrCreateManager <ServerHealthModifierSystem>();
     world.GetOrCreateManager <HealthRegenSystem>();
 }