protected override void OnCreate() { FSLog.Info("PreviewClientSimulationSystemGroup OnCreate"); Application.targetFrameRate = 60; UnityEngine.Time.fixedDeltaTime = gameTime.TickInterval; ConfigVar.Init(); ItemCreateUtilities.Init(); ClientCharacterUtilities.Init(); IconUtilities.Init(); GameWorld.Active = new GameWorld(); EntityManager.CreateEntity(typeof(Server)); SetSingleton(new Server()); inputSystem = World.GetOrCreateSystem <InputSystem>(); m_systemsToUpdate.Add(inputSystem); initSystemGroup = World.GetOrCreateSystem <InitSystemGroup>(); m_systemsToUpdate.Add(initSystemGroup); spawnCharacterSystem = World.GetOrCreateSystem <SpawnCharactersSystem>(); m_systemsToUpdate.Add(spawnCharacterSystem); spawnSystemGroup = World.GetOrCreateSystem <SpawnSystemGroup>(); m_systemsToUpdate.Add(spawnSystemGroup); updateReplicatedOwnerFlag = World.GetOrCreateSystem <UpdateReplicatedOwnerFlag>(); m_systemsToUpdate.Add(updateReplicatedOwnerFlag); predictUpdateSystem = World.GetOrCreateSystem <PredictUpdateSystemGroup>(); m_systemsToUpdate.Add(predictUpdateSystem); serverSystemGroup = World.GetOrCreateSystem <ServerSystemGroup>(); m_systemsToUpdate.Add(serverSystemGroup); predictPresentationSystemGroup = World.GetOrCreateSystem <PredictPresentationSystemGroup>(); m_systemsToUpdate.Add(predictPresentationSystemGroup); despawnSystemGroup = World.GetOrCreateSystem <DespawnSystemGroup>(); m_systemsToUpdate.Add(despawnSystemGroup); addItemComponentSystem = World.GetOrCreateSystem <AddItemComponentSystem>(); m_systemsToUpdate.Add(addItemComponentSystem); addDespawnServerSystem = World.GetOrCreateSystem <AddDespawnServerSystem>(); m_systemsToUpdate.Add(addDespawnServerSystem); updateReplicatedOwnerFlag.SetLocalPlayerId(0); }
protected override void OnCreate() { FSLog.Info("KitchenClientSimulationSystemGroup OnCreate"); ConfigVar.Init(); GameWorld.Active = new GameWorld(); ItemCreateUtilities.Init(); ClientCharacterUtilities.Init(); MenuUtilities.Init(); IconUtilities.Init(); Application.targetFrameRate = 60; UnityEngine.Time.fixedDeltaTime = GameTick.DefaultGameTick.TickInterval; worldSceneEntitiesSystem = World.GetOrCreateSystem <WorldSceneEntitiesSystem>(); m_systemsToUpdate.Add(worldSceneEntitiesSystem); networkSystem = World.GetOrCreateSystem <NetworkClientSystem>(); m_systemsToUpdate.Add(networkSystem); handleTimeSystem = World.GetOrCreateSystem <HandleTimeSystem>(); m_systemsToUpdate.Add(handleTimeSystem); setRenderTimeSystem = World.GetOrCreateSystem <SetRenderTimeSystem>(); m_systemsToUpdate.Add(setRenderTimeSystem); replicateEntitySystemGroup = World.GetOrCreateSystem <ReplicateEntitySystemGroup>(); m_systemsToUpdate.Add(replicateEntitySystemGroup); setPredictTimeSystem = World.GetOrCreateSystem <SetPredictTimeSystem>(); m_systemsToUpdate.Add(setPredictTimeSystem); predictSystem = World.GetOrCreateSystem <PredictSystem>(); m_systemsToUpdate.Add(predictSystem); itemClientSystemGroup = World.GetOrCreateSystem <ItemClientSystemGroup>(); m_systemsToUpdate.Add(itemClientSystemGroup); predictPresentationSystemGroup = World.GetOrCreateSystem <PredictPresentationSystemGroup>(); m_systemsToUpdate.Add(predictPresentationSystemGroup); despawnSystemGroup = World.GetOrCreateSystem <DespawnSystemGroup>(); m_systemsToUpdate.Add(despawnSystemGroup); }