void EnterActiveState() { m_GameWorld.RegisterSceneEntities(); m_resourceSystem = new BundledResourceManager(m_GameWorld, "BundledResources/Client"); // Create serializers so we get errors in preview build var dataComponentSerializers = new DataComponentSerializers(); m_CharacterModule = new CharacterModulePreview(m_GameWorld, m_resourceSystem); m_PlayerModuleClient = new PlayerModuleClient(m_GameWorld); m_PlayerModuleServer = new PlayerModuleServer(m_GameWorld, m_resourceSystem); m_UpdateReplicatedOwnerFlag = m_GameWorld.GetECSWorld().CreateSystem <UpdateReplicatedOwnerFlag>(m_GameWorld); m_PlayerModuleClient.RegisterLocalPlayer(0, null); // Spawn PlayerState, Character and link up LocalPlayer m_Player = m_PlayerModuleServer.CreatePlayer(m_GameWorld, 0, "LocalMech", true); var playerEntity = m_Player.gameObject.GetComponent <GameObjectEntity>().Entity; //var charControl = m_Player.gameObject.GetComponent<PlayerCharacterControl>(); var charControl = m_GameWorld.GetEntityManager().GetComponentObject <PlayerCharacterControl>(playerEntity); charControl.RequestedMechSettings = new MechSettings(); m_Player.teamIndex = 0; m_previewGameMode = m_GameWorld.GetECSWorld().CreateSystem <PreviewGameMode>(m_GameWorld, m_Player); Game.SetMousePointerLock(true); }
void EnterActiveState() { m_GameWorld.RegisterSceneEntities(); m_resourceSystem = new BundledResourceManager(m_GameWorld, "BundledResources/Client"); // Create serializers so we get errors in preview build var dataComponentSerializers = new DataComponentSerializers(); m_CharacterModule = new CharacterModulePreview(m_GameWorld, m_resourceSystem); m_ProjectileModule = new ProjectileModuleClient(m_GameWorld, m_resourceSystem); m_HitCollisionModule = new HitCollisionModule(m_GameWorld, 1, 2); m_PlayerModuleClient = new PlayerModuleClient(m_GameWorld); m_PlayerModuleServer = new PlayerModuleServer(m_GameWorld, m_resourceSystem); m_SpectatorCamModuleServer = new SpectatorCamModuleServer(m_GameWorld, m_resourceSystem); m_SpectatorCamModuleClient = new SpectatorCamModuleClient(m_GameWorld); m_EffectModule = new EffectModuleClient(m_GameWorld, m_resourceSystem); m_ItemModule = new ItemModule(m_GameWorld); m_ragdollModule = new RagdollModule(m_GameWorld); m_DespawnProjectiles = m_GameWorld.GetECSWorld().CreateSystem <DespawnProjectiles>(m_GameWorld); m_DamageAreaSystemServer = m_GameWorld.GetECSWorld().CreateSystem <DamageAreaSystemServer>(m_GameWorld); m_TeleporterSystemServer = m_GameWorld.GetECSWorld().CreateSystem <TeleporterSystemServer>(m_GameWorld); m_TeleporterSystemClient = m_GameWorld.GetECSWorld().CreateSystem <TeleporterSystemClient>(m_GameWorld); m_UpdateDestructableProps = m_GameWorld.GetECSWorld().CreateSystem <UpdateDestructableProps>(m_GameWorld); m_DestructiblePropSystemClient = m_GameWorld.GetECSWorld().CreateSystem <DestructiblePropSystemClient>(m_GameWorld); m_UpdatePresentationOwners = m_GameWorld.GetECSWorld().CreateSystem <UpdatePresentationOwners>( m_GameWorld, m_resourceSystem); m_HandlePresentationOwnerDespawn = m_GameWorld.GetECSWorld().CreateSystem <HandlePresentationOwnerDesawn>(m_GameWorld); m_HandleGrenadeRequests = m_GameWorld.GetECSWorld().CreateSystem <HandleGrenadeRequest>(m_GameWorld, m_resourceSystem); m_StartGrenadeMovement = m_GameWorld.GetECSWorld().CreateSystem <StartGrenadeMovement>(m_GameWorld); m_FinalizeGrenadeMovement = m_GameWorld.GetECSWorld().CreateSystem <FinalizeGrenadeMovement>(m_GameWorld); m_ApplyGrenadePresentation = m_GameWorld.GetECSWorld().CreateSystem <ApplyGrenadePresentation>(m_GameWorld); m_moverUpdate = m_GameWorld.GetECSWorld().CreateSystem <MoverUpdate>(m_GameWorld); m_SpinSystem = m_GameWorld.GetECSWorld().CreateSystem <SpinSystem>(m_GameWorld); m_HandleNamePlateOwnerSpawn = m_GameWorld.GetECSWorld().CreateSystem <HandleNamePlateSpawn>(m_GameWorld); m_HandleNamePlateOwnerDespawn = m_GameWorld.GetECSWorld().CreateSystem <HandleNamePlateDespawn>(m_GameWorld); m_UpdateNamePlates = m_GameWorld.GetECSWorld().CreateSystem <UpdateNamePlates>(m_GameWorld); m_UpdateReplicatedOwnerFlag = m_GameWorld.GetECSWorld().CreateSystem <UpdateReplicatedOwnerFlag>(m_GameWorld); m_TwistSystem = new TwistSystem(m_GameWorld); m_FanSystem = new FanSystem(m_GameWorld); m_TranslateScaleSystem = new TranslateScaleSystem(m_GameWorld); m_PlayerModuleClient.RegisterLocalPlayer(0, null); // Spawn PlayerState, Character and link up LocalPlayer m_Player = m_PlayerModuleServer.CreatePlayer(m_GameWorld, 0, "LocalHero", true); var playerEntity = m_Player.gameObject.GetComponent <GameObjectEntity>().Entity; var charControl = m_GameWorld.GetEntityManager().GetComponentObject <PlayerCharacterControl>(playerEntity); charControl.characterType = math.max(Game.characterType.IntValue, 0); m_Player.teamIndex = 0; m_previewGameMode = m_GameWorld.GetECSWorld().CreateSystem <PreviewGameMode>(m_GameWorld, m_Player); Game.SetMousePointerLock(true); }