public PickupDropHandlerAdapter(Contexts context, int modelId) { sceneObjectEntityFactory = context.session.entityFactoryObject.SceneObjectEntityFactory; commonSession = context.session.commonSession; runtimeGameConfig = context.session.commonSession.RuntimeGameConfig; sceneWeaponLifeTime = SingletonManager.Get <GameModeConfigManager>().GetWepaonStayTime(modelId); }
public SurvivalPickupLogic(PlayerContext playerContext, SceneObjectContext sceneObjectContext, ISceneObjectEntityFactory sceneObjectEntityFactory, RuntimeGameConfig runtimeGameConfig) { _playerContext = playerContext; _runtimeGameConfig = runtimeGameConfig; _sceneObjectEntityFactory = sceneObjectEntityFactory; _autoPickupLogic = new AutoPickupLogic(sceneObjectContext, playerContext, sceneObjectEntityFactory); }
public NormalPickupLogic(SceneObjectContext sceneObjectContext, PlayerContext playerContext, ISceneObjectEntityFactory sceneObjectEntityFactory, RuntimeGameConfig runtimeGameConfig, int sceneWeaponLifetime) { _sceneObjectContext = sceneObjectContext; _playerContext = playerContext; _sceneObjectEntityFactory = sceneObjectEntityFactory; _sceneWeaponLifeTime = sceneWeaponLifetime; _runtimeGameConfig = runtimeGameConfig; _autoPickupLogic = new AutoPickupLogic(sceneObjectContext, playerContext, sceneObjectEntityFactory); }
public ServerSceneObjectThrowingSystem(SceneObjectContext sceneObjectContext, ICurrentTime currentTime, RuntimeGameConfig config) { _throwingSceneObjectGroup = sceneObjectContext.GetGroup(SceneObjectMatcher.Throwing); _currentTime = currentTime; _gameConfig = config; }
public CommonPickupDropHandler(Contexts contexts, int modelId) : base(contexts) { sceneWeaponLifeTime = SingletonManager.Get <GameModeConfigManager>().GetWepaonStayTime(modelId); runtimeGameConfig = contexts.session.commonSession.RuntimeGameConfig; }