示例#1
0
 //ECS
 public void TearDown()
 {
     systems.DeactivateReactiveSystems();
     systems.TearDown();
     systems.ClearReactiveSystems();
     contexts.UnsubscribeId();
     ContextsPool.RetrieveContexts(contexts);
 }
示例#2
0
        //ECS
        public void ConfigureSystems(BattleRoyaleMatchModel matchModelArg, UdpSendUtils udpSendUtils,
                                     IpAddressesStorage ipAddressesStorage)
        {
            log.Info($"Создание нового матча {nameof(matchId)} {matchId}");

            //TODO это нужно убрать в отдельный класс
            Dictionary <int, (int playerId, ViewTypeId type)> possibleKillersInfo = new Dictionary <int, (int playerId, ViewTypeId type)>();


            // var test = new BattleRoyalePlayerModelFactory().Create(matchModelArg).Select(model=>model.AccountId);
            // playersIds = new HashSet<int>(test);

            contexts = ContextsPool.GetContexts();
            contexts.SubscribeId();
            TryEnableDebug();

            playerDeathHandler = new PlayerDeathHandler(matchmakerNotifier, udpSendUtils, ipAddressesStorage);
            var playersViewAreas = new PlayersViewAreas(matchModelArg.GameUnits.Players.Count);

            systems = new Entitas.Systems()
                      .Add(new MapInitSystem(contexts, matchModelArg, udpSendUtils, out var chunks))
                      .Add(new ViewAreasInitSystem(contexts, playersViewAreas))
                      // .Add(new TestEndMatchSystem(contexts))
                      .Add(new PlayerMovementHandlerSystem(contexts))
                      .Add(new PlayerAttackHandlerSystem(contexts))
                      .Add(new PlayerAbilityHandlerSystem(contexts))
                      .Add(new ParentsSystems(contexts))
                      .Add(new AISystems(contexts))
                      .Add(new MovementSystems(contexts))
                      .Add(new GlobalTransformSystem(contexts))
                      .Add(new ShootingSystems(contexts))
                      .Add(new UpdatePositionChunksSystem(contexts, chunks))
                      .Add(new CollisionSystems(contexts, chunks))
                      .Add(new EffectsSystems(contexts))
                      .Add(new TimeSystems(contexts))
                      .Add(new UpdatePossibleKillersSystem(contexts, possibleKillersInfo))

                      .Add(new PlayerExitSystem(contexts, matchModelArg.MatchId, playerDeathHandler, matchRemover))
                      .Add(new FinishMatchSystem(contexts, matchRemover, matchId))
                      .Add(new NetworkKillsSenderSystem(contexts, possibleKillersInfo, matchModelArg.MatchId, playerDeathHandler, udpSendUtils))

                      .Add(new DestroySystems(contexts))
                      // .Add(new MatchDebugSenderSystem(contexts, matchModelArg.MatchId, udpSendUtils))
                      .Add(new NetworkSenderSystems(contexts, matchModelArg.MatchId, udpSendUtils, playersViewAreas))
                      .Add(new MovingCheckerSystem(contexts))

                      .Add(new DeleteSystem(contexts))
                      .Add(new InputDeletingSystem(contexts))
                      .Add(new GameDeletingSystem(contexts))
            ;

            systems.ActivateReactiveSystems();
            systems.Initialize();
            gameStartTime = DateTime.UtcNow;
        }