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;
 }
Пример #3
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        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>();
 }
Пример #5
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 public DefaultWeaponSoundLogic(
     ISoundEntityFactory soundEntityFactory,
     IPlayerWeaponState playerWeapon,
     DefaultWeaponSoundConfig config) : base(config)
 {
     _playerWeapon       = playerWeapon;
     _soundEntityFactory = soundEntityFactory;
 }
Пример #6
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 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;
 }
Пример #8
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 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>();
 }
Пример #9
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 public MeleeHitHandler(
     IPlayerDamager damager,
     ClientEffectContext context,
     IEntityIdGenerator idGenerator,
     IDamageInfoCollector damageInfoCollector,
     ISoundEntityFactory soundEntityFactory)
 {
     _damager             = damager;
     _clientEffectContext = context;
     _entityIdGenerator   = idGenerator;
     _damageInfoCollector = damageInfoCollector;
     _soundEntityFactory  = soundEntityFactory;
 }
Пример #10
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 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);;
 }
Пример #14
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 public BulletEntityInitSytem(Contexts contexts) : base(contexts.bullet)
 {
     _contexts           = contexts;
     _soundEntityFactory = contexts.session.entityFactoryObject.SoundEntityFactory;
 }
Пример #15
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 public void SetContexts(IContexts contexts)
 {
     AllContexts         = contexts as Contexts;
     _soundEntityFactory = AllContexts.session.entityFactoryObject.SoundEntityFactory;
 }
Пример #16
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 public PlayerAudioHandler(ISoundEntityFactory soundEntityFactory)
 {
 }
Пример #17
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 public ClientEffectEntityInitSystem(Contexts contexts) : base(contexts.clientEffect)
 {
     _contexts           = contexts;
     _soundEntityFactory = contexts.session.entityFactoryObject.SoundEntityFactory;
 }