Пример #1
0
        public override Entity Create(EntityManager entityManager, BundledResourceManager resourceManager,
                                      GameWorld world, ushort type)
        {
            var e = ClientCharacterUtilities.CreateCharacter(entityManager, float3.zero);

            entityManager.AddComponentData(e, new NewServerEntity()
            {
                Tick = 1
            });
            //    entityManager.AddComponentData(e, new UpdateUI());
            return(e);
        }
Пример #2
0
        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);
        }
Пример #4
0
        private Entity CreateCharacter(float3 position, bool isLocal, int id)
        {
            var e = ClientCharacterUtilities.CreateCharacter(EntityManager, position);

            EntityManager.SetComponentData(e, new ReplicatedEntityData
            {
                // 玩家信息
                Id = id,
                PredictingPlayerId = isLocal ? 0 : id
            });
            EntityManager.AddComponentData(e, new ServerEntity());

            if (!isLocal)
            {
                return(e);
            }

            //  EntityManager.AddComponentData(e, new UpdateUI());
            EntityManager.AddComponentData(e, new LocalCharacter());
            EntityManager.AddComponentData(e, new Connection());

            return(e);
        }