public MeleeWeaponSoundLogic( IPlayerWeaponState playerWeapon, ISoundEntityFactory soundEntityFactory, MeleeWeaponSoundConfig config) : base(playerWeapon, soundEntityFactory, config) { _playerWeapon = playerWeapon; }
public AbstractWeaponSoundLogic(IPlayerWeaponState playerWeapon, ISoundEntityFactory soundEntityFactory, T1 config) : base(config) { _playerWeapon = playerWeapon; _soundEntityFactory = soundEntityFactory; }
public void Init(ISoundEntityFactory soundEntityFactory) { if (_handlers == null) { _handlers = new List <ISimpleMesssageHandler>(); } _handlers.Clear(); _handlers.Add(new UiCreateMessageHandler()); _handlers.Add(new UIShowMessageHandler()); _handlers.Add(new UIDeleteMessageHandler()); _handlers.Add(new EffectCreateHandler()); _handlers.Add(new EffectShowHandler()); _handlers.Add(new EffectUpdateHandler()); _handlers.Add(new EffectDeleteHandler()); _handlers.Add(new TipsMessageHandler()); // handlers.push(new ShakeMessageHandler()); // handlers.push(new PlaySoundHandler()); // handlers.push(new PlayerStateHandler()); _handlers.Add(new SeeAllHandler()); _handlers.Add(new AllowMouseKeysHandler()); _handlers.Add(new FogHandler()); _handlers.Add(new SkyBoxHandler()); _handlers.Add(new SceneLightHandler()); _handlers.Add(new ClosePvsHandler()); _handlers.Add(new BloodSprayHandler()); // handlers.push(new FreeWeaponIniHandler()); _handlers.Add(new UIRemoveAllHandler()); _handlers.Add(new ChangeAvatarHandler()); _handlers.Add(new PoisonCircleHandler()); _handlers.Add(new UIDuplicateMessageHandler()); _handlers.Add(new UIAddChildMessageHandler()); _handlers.Add(new UIAddMarkHandler()); _handlers.Add(new UIScoreInfoHandler()); _handlers.Add(new TestFrameHandler()); _handlers.Add(new UICountDownHandler()); _handlers.Add(new UILockMouseHandler()); _handlers.Add(new ShowCodeUIHandler()); _handlers.Add(new PlayerAudioHandler(soundEntityFactory)); _handlers.Add(new UIAirLineDataHandler()); _handlers.Add(new GameOverHandler()); _handlers.Add(new ShowSplitUIHandler()); _handlers.Add(new ItemInfoHandler()); _handlers.Add(new ClientSkillHandler()); _handlers.Add(new GroupUIHandler()); _handlers.Add(new PlayerMoveHandler()); _handlers.Add(new PlayerCmdHandler()); _handlers.Add(new PlayerAnimationHandler()); _handlers.Add(new GroupClassicUIHandler()); _handlers.Add(new BlastUIHandler()); SingletonManager.Get <SimpleUIUpdater>().Add(new MinMapUpdater()); SingletonManager.Get <SimpleUIUpdater>().Add(new DebugDataUpdater()); _handlers.Add(new PlayerMoveSpeedHandler()); _handlers.Add(new PlayerScaleHandler()); _handlers.Add(new PlayerBiochemicalMarkHandler()); _handlers.Add(new PlayerVisibilityHandler()); }
public ClientVehicleSoundManager(ISoundEntityFactory soundEntityFactory, ISoundPlayer soundPlayer) { _soundConfigManager = SingletonManager.Get <VehicleSoundConfigManager>(); _soundEntityFactory = soundEntityFactory; _soundPlayer = soundPlayer; _soundEntityCache = new Dictionary <int, SoundEntity>(); _actionSoundIdList = new List <int>(); }
public DefaultWeaponSoundLogic( ISoundEntityFactory soundEntityFactory, IPlayerWeaponState playerWeapon, DefaultWeaponSoundConfig config) : base(config) { _playerWeapon = playerWeapon; _soundEntityFactory = soundEntityFactory; }
public ClientSoundPlaybackSystem(PlayerContext playerContext, ISoundEntityFactory soundEntityFactory, ISoundConfigManager soundConfigManager) { _playGroup = playerContext.GetGroup(PlayerMatcher.Sound); _soundEntityFactory = soundEntityFactory; _soundConfigManager = soundConfigManager; _playerContext = playerContext; }
public BulletFactory(BulletContext bulletContext, IEntityIdGenerator entityIdGenerator, ISoundEntityFactory soundEntityFactory, IBulletEntityFactory bulletEntityFactory, BulletConfig bulletConfig) : base(bulletConfig) { _bulletContext = bulletContext; _entityIdGenerator = entityIdGenerator; _soundEntityFacotry = soundEntityFactory; _bulletEntityFactory = bulletEntityFactory; }
public BulletHitHandler(Contexts contexts, IEntityIdGenerator entityIdGenerator, IPlayerDamager damager, IDamageInfoCollector damageInfoCollector, ISoundEntityFactory soundEntityFactory, IEnvironmentTypeConfigManager environmentTypeConfigManager) { _contexts = contexts; this._entityIdGenerator = entityIdGenerator; _damager = damager; _damageInfoCollector = damageInfoCollector; _soundEntityFactory = soundEntityFactory; _environmentTypeConfigManager = environmentTypeConfigManager; _sceneObjectEntityFactory = _contexts.session.entityFactoryObject.SceneObjectEntityFactory; _triggerObjectManager = SingletonManager.Get <TriggerObjectManager>(); }
public MeleeHitHandler( IPlayerDamager damager, ClientEffectContext context, IEntityIdGenerator idGenerator, IDamageInfoCollector damageInfoCollector, ISoundEntityFactory soundEntityFactory) { _damager = damager; _clientEffectContext = context; _entityIdGenerator = idGenerator; _damageInfoCollector = damageInfoCollector; _soundEntityFactory = soundEntityFactory; }
public PlayerSoundManager(PlayerEntity playerEntity, SoundContext soundContext, IPlayerSoundConfigManager playerSoundConfigManager, ISoundConfigManager soundConfigManager, ISoundEntityFactory soundEntityFactory, ITerrainManager terrainManager, IMapConfigManager mapConfigManager) { _soundConfigManager = soundConfigManager; _soundEntityFactory = soundEntityFactory; _playerEntity = playerEntity; _soundContext = soundContext; _soundConvert = new SoundConverter(soundConfigManager, playerSoundConfigManager, terrainManager, mapConfigManager); }
public WeaponLogicComponentsFactory( Contexts contexts, IEntityIdGenerator entityIdGenerator, ICurrentTime currentTime, IAttachmentManager attachmentManager, ISoundEntityFactory soundEntityFactory, IBulletEntityFactory bulletEntityFactory) : base(attachmentManager) { _bulletContext = contexts.bullet; _throwingContext = contexts.throwing; _clientEffectContext = contexts.clientEffect; _soundContext = contexts.sound; _entityIdGenerator = entityIdGenerator; _currentTime = currentTime; _attachmentManager = attachmentManager; _soundEntityFactory = soundEntityFactory; _bulletEntityFactory = bulletEntityFactory; }
public ThrowingSimulationSystem( Contexts contexts, ICompensationWorldFactory compensationWorldFactory, IThrowingHitHandler hitHandler, ISoundEntityFactory soundEntityFactory) { _contexts = contexts; _layerMask = UnityLayers.SceneCollidableLayerMask | UnityLayers.GlassLayerMask;//BulletLayers.GetBulletLayer(); _moveSimulator = new ThrowingMoveSimulator(20, contexts.player); _compensationWorldFactory = compensationWorldFactory; _throwingHitHandler = hitHandler; //all throwings _throwings = _contexts.throwing.GetGroup(ThrowingMatcher.AllOf(ThrowingMatcher.ThrowingData)); //all vehicles _vehicles = _contexts.vehicle.GetGroup(VehicleMatcher.AllOf(VehicleMatcher.GameObject)); //all players _players = _contexts.player.GetGroup(PlayerMatcher.AllOf(PlayerMatcher.FirstPersonModel, PlayerMatcher.ThirdPersonModel)); _soundEntityFactory = soundEntityFactory; }
public ClientVehicleSoundUpdateSystem(Contexts contexts, ISoundEntityFactory soundEntityFactory, ISoundPlayer soundPlayer) { _vehicleContext = contexts.vehicle; _playerContext = contexts.player; _soundManager = new ClientVehicleSoundManager(soundEntityFactory, soundPlayer);; }
public BulletEntityInitSytem(Contexts contexts) : base(contexts.bullet) { _contexts = contexts; _soundEntityFactory = contexts.session.entityFactoryObject.SoundEntityFactory; }
public void SetContexts(IContexts contexts) { AllContexts = contexts as Contexts; _soundEntityFactory = AllContexts.session.entityFactoryObject.SoundEntityFactory; }
public PlayerAudioHandler(ISoundEntityFactory soundEntityFactory) { }
public ClientEffectEntityInitSystem(Contexts contexts) : base(contexts.clientEffect) { _contexts = contexts; _soundEntityFactory = contexts.session.entityFactoryObject.SoundEntityFactory; }