예제 #1
0
        protected override void OnCreate()
        {
            m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <KitchenBuildPhysicsWorld>();

            SimulationContext = new SimulationContext();
            SimulationContext.Reset(ref m_BuildPhysicsWorldSystem.PhysicsWorld);
        }
예제 #2
0
        protected override void OnCreate()
        {
            //  FSLog.Info($"FireSpreadSystem OnCreate1");

            m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <KitchenBuildPhysicsWorld>();
            //   FSLog.Info($"FireSpreadSystem OnCreate2");
        }
예제 #3
0
        protected override void OnCreate()
        {
            HandlesToWaitFor = new NativeList <JobHandle>(16, Allocator.Persistent);
            FinalJobHandle   = new JobHandle();

            m_BuildPhysicsWorld = World.GetOrCreateSystem <KitchenBuildPhysicsWorld>();
            //  m_StepPhysicsWorld = World.GetOrCreateSystem<StepPhysicsWorld>();
            kitchenStepPhysicsWorldSystem = World.GetOrCreateSystem <KitchenStepPhysicsWorld>();
            m_ExportPhysicsWorld          = World.GetOrCreateSystem <KitchenExportPhysicsWorld>();
        }
예제 #4
0
        protected override void OnCreate()
        {
            var entity = EntityManager.CreateEntity(typeof(SpawnPlayerServer));

            SetSingleton(new SpawnPlayerServer());
            EntityManager.AddBuffer <SpawnPlayerBuffer>(entity);

            playerPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(
                Resources.Load("Character/CharacterEntity") as GameObject,
                GameObjectConversionSettings.FromWorld(World,
                                                       World.DefaultGameObjectInjectionWorld.GetOrCreateSystem <ConvertToEntitySystem>().BlobAssetStore));

            networkServerSystem = World.GetOrCreateSystem <NetworkServerSystem>();

            spawnPointQuery = EntityManager.CreateEntityQuery(typeof(SpawnPoint));

            m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <KitchenBuildPhysicsWorld>();

            random = new Unity.Mathematics.Random(20);
        }
예제 #5
0
        protected override void OnCreate()
        {
            m_BuildPhysicsWorldSystem  = World.GetOrCreateSystem <KitchenBuildPhysicsWorld>();
            m_ExportPhysicsWorldSystem = World.GetOrCreateSystem <KitchenExportPhysicsWorld>();
            m_EndFramePhysicsSystem    = World.GetOrCreateSystem <KitchenEndFramePhysicsSystem>();

            var query = new EntityQueryDesc
            {
                All = new ComponentType[]
                {
                    typeof(ServerEntity),
                    typeof(CharacterMoveSetting),
                    typeof(UserCommand),
                    typeof(CharacterMovePredictedState),
                    typeof(TransformPredictedState),
                    typeof(VelocityPredictedState),
                    typeof(PhysicsCollider)
                }
            };

            m_CharacterControllersGroup = GetEntityQuery(query);
        }
 protected override void OnCreate()
 {
     m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <KitchenBuildPhysicsWorld>();
     //  m_StepPhysicsWorldSystem = World.GetOrCreateSystem<StepPhysicsWorld>();
     kitchenStepPhysicsWorldSystem = World.GetOrCreateSystem <KitchenStepPhysicsWorld>();
 }
 protected override void OnCreate()
 {
     m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <KitchenBuildPhysicsWorld>();
     m_TriggerVolumeGroup      = GetEntityQuery(typeof(CatchFire));
 }
예제 #8
0
 protected override void OnCreate()
 {
     m_BuildPhysicsWorldSystem = World.GetExistingSystem <KitchenBuildPhysicsWorld>();
 }