public HandleClientProjectileRequests(GameWorld world, BundledResourceManager resourceSystem, GameObject systemRoot, ClientProjectileFactory clientProjectileFactory) : base(world) { m_resourceSystem = resourceSystem; m_SystemRoot = systemRoot; m_settings = Resources.Load <ProjectileModuleSettings>("ProjectileModuleSettings"); m_clientProjectileFactory = clientProjectileFactory; }
public ProjectileModuleClient(GameWorld world, BundledResourceManager resourceSystem) { m_world = world; if (world.SceneRoot != null) { m_SystemRoot = new GameObject("ProjectileSystem"); m_SystemRoot.transform.SetParent(world.SceneRoot.transform); } m_settings = Resources.Load <ProjectileModuleSettings>("ProjectileModuleSettings"); m_clientProjectileFactory = new ClientProjectileFactory(m_world, m_world.GetEntityManager(), m_SystemRoot, resourceSystem); m_handleRequests = m_world.GetECSWorld().CreateSystem <HandleClientProjectileRequests>(m_world, resourceSystem, m_SystemRoot, m_clientProjectileFactory); m_handleProjectileSpawn = m_world.GetECSWorld().CreateSystem <HandleProjectileSpawn>(m_world, m_SystemRoot, resourceSystem, m_clientProjectileFactory); m_removeMispredictedProjectiles = m_world.GetECSWorld().CreateSystem <RemoveMispredictedProjectiles>(m_world); m_despawnClientProjectiles = m_world.GetECSWorld().CreateSystem <DespawnClientProjectiles>(m_world, m_clientProjectileFactory); m_CreateProjectileMovementQueries = m_world.GetECSWorld().CreateSystem <CreateProjectileMovementCollisionQueries>(m_world); m_HandleProjectileMovementQueries = m_world.GetECSWorld().CreateSystem <HandleProjectileMovementCollisionQuery>(m_world); m_updateClientProjectilesPredicted = m_world.GetECSWorld().CreateSystem <UpdateClientProjectilesPredicted>(m_world); m_updateClientProjectilesNonPredicted = m_world.GetECSWorld().CreateSystem <UpdateClientProjectilesNonPredicted>(m_world); }
public DespawnClientProjectiles(GameWorld world, ClientProjectileFactory clientProjectileFactory) : base(world) { m_clientProjectileFactory = clientProjectileFactory; }
public HandleProjectileSpawn(GameWorld world, GameObject systemRoot, BundledResourceManager resourceSystem, ClientProjectileFactory projectileFactory) : base(world) { m_SystemRoot = systemRoot; m_resourceSystem = resourceSystem; m_clientProjectileFactory = projectileFactory; }
public DespawnClientProjectiles(ClientProjectileFactory clientProjectileFactory) { m_clientProjectileFactory = clientProjectileFactory; }