protected override void OnCreate() { predictUpdateSystemGroup = World.GetOrCreateSystem <PredictUpdateSystemGroup>(); AddSystemToUpdateList(predictUpdateSystemGroup); applyPredictedStateSystemGroup = World.GetOrCreateSystem <ApplyPredictedStateSystemGroup>(); // AddSystemToUpdateList(predictRollbackStateSystemGroup); inputSystem = World.GetOrCreateSystem <InputSystem>(); replicateEntitySystemGroup = World.GetOrCreateSystem <ReplicateEntitySystemGroup>(); }
protected override void OnCreate() { base.OnCreate(); replicateEntitySystemGroup = World.GetOrCreateSystem <ReplicateEntitySystemGroup>(); EntityManager.CreateEntity(typeof(ServerSnapshot)); SetSingleton(new ServerSnapshot { ServerTick = 0, TimeSinceSnapshot = 0, Rtt = 0, LastAcknowledgedTick = 0 }); network = new NetworkClient(GameWorld.Active); }
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); }