public ClientSceneObjectModule(Contexts contexts, ICommonSessionObjects sessionObjects)
        {
            AddSystem(new SceneObjectLoadSystem(contexts, sessionObjects));
            AddSystem(new SceneObjectCastTargetLoadSystem(contexts.sceneObject));
            AddSystem(new SceneObjectCleanupSystem(contexts));
            AddSystem(new FreeObjectLoadSystem(contexts.freeMove));
            AddSystem(new FreeObjectCleanUpSystem(contexts.freeMove));
            AddSystem(new MapObjCleanUpSystem(contexts));
            AddSystem(new FreeObjectPositionUpdateSystem(contexts));
            if (!SharedConfig.DisableDoor)
            {
                AddSystem(new TriggerObjectUpdateSystem(contexts));
            }

            AddSystem(new DoorPlaybackSystem(contexts));

            AddSystem(new ClientDestructibleObjectUpdateSystem(contexts));

            if (SharedConfig.IsOffline)
            {
                AddSystem(new CreateMapObjSystem(contexts));
                AddSystem(new DoorRotateSystem(contexts));
            }

            AddSystem(new DoorTriggerSystem(contexts, new ClientDoorListener(contexts)));
            AddSystem(new ClientSceneObjectRenderSystem(contexts));
            AddSystem(new ColliderCounterSystem(contexts));
        }
示例#2
0
        public SceneConfigLoadModule(Contexts context, ISessionState sessionState, ICommonSessionObjects sessionObjects, bool IsServer)
        {
            _isServer = IsServer;


            AddSystem(new SceneConfigInitSystem(sessionState, sessionObjects));
        }
示例#3
0
        public static PlayerEntity CreateNewServerPlayerEntity(PlayerContext playerContext,
                                                               ICommonSessionObjects commonSessionObjects,
                                                               IEntityIdGenerator entityIdGenerator, Vector3 position,
                                                               IPlayerInfo playerInfo, bool allowReconnect)
        {
            if (allowReconnect)
            {
                var players = playerContext.GetEntitiesWithPlayerToken(playerInfo.Token);
                foreach (var player in players)
                {
                    player.userCmdSeq.LastCmdSeq     = 0;
                    player.latestAdjustCmd.ClientSeq = -1;
                    player.latestAdjustCmd.ServerSeq = -1;
                    player.time.ClientTime           = 0;
                    player.vehicleCmdSeq.LastCmdSeq  = 0;
                    return(player);
                }
            }

            var entityId = entityIdGenerator.GetNextEntityId();

            playerInfo.EntityId = entityId;

            var playerEntity = CreateNewPlayerEntity(playerContext,
                                                     position, playerInfo, true, false);

            // 在角色Entity上追加 KeepWatchForAOIComponent,以记录 视线内残留对象 以及 其加入字典的时间
            // 只应用于Server
            playerEntity.AddKeepWatchForAOI(new Util.WatchDict(playerEntity.entityKey.Value));
            return(playerEntity);
        }
 public SceneConfigInitSystem(ISessionState sessionState, ICommonSessionObjects sessionObjects)
 {
     _sessionState = sessionState;
     _sessionState.CreateExitCondition(typeof(SceneConfigInitSystem));
     MapConfigManager.Generate(sessionObjects.RoomInfo.MapId, ReduceFinishTimes);
     _logger.InfoFormat("SceneConfigInitSystem :mapId:{0}", sessionObjects.RoomInfo.MapId);
 }
示例#5
0
        public static PlayerEntity CreateNewServerPlayerEntity(PlayerContext playerContext,
                                                               ICommonSessionObjects commonSessionObjects,
                                                               IEntityIdGenerator entityIdGenerator, Vector3 position,
                                                               IPlayerInfo playerInfo, bool allowReconnect)
        {
            if (allowReconnect)
            {
                var players = playerContext.GetEntitiesWithPlayerToken(playerInfo.Token);
                foreach (var player in players)
                {
                    player.userCmdSeq.LastCmdSeq     = 0;
                    player.latestAdjustCmd.ClientSeq = -1;
                    player.latestAdjustCmd.ServerSeq = -1;
                    player.time.ClientTime           = 0;
                    player.vehicleCmdSeq.LastCmdSeq  = 0;
                    return(player);
                }
            }

            var entityId = entityIdGenerator.GetNextEntityId();

            playerInfo.EntityId = entityId;
            return(CreateNewPlayerEntity(playerContext,
                                         position, playerInfo, true, false));
        }
示例#6
0
        public ClientMainFeature(string name,
                                 IGameModule topLevelGameModule,
                                 ISyncLatestManager syncLatestManager,
                                 IPlaybackManager playbackManager,
                                 IPredictionInitManager userPredictionInitManager,
                                 IUserPredictionInfoProvider predicatoinInfoProvider,
                                 ISimulationTimer simulationTimer,
                                 IVehicleCmdExecuteSystemHandler vehicleCmdExecuteSystemHandler,
                                 IVehicleExecutionSelector vehicleExecutionSelector,
                                 ICommonSessionObjects commonSessionObjects) : base(name)
        {
            topLevelGameModule.Init();

            Add(new ModuleInitSystem(topLevelGameModule, commonSessionObjects.AssetManager));
            Add(new EntityCreateSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.NormalFrameStep));



            Add(new SyncLatestSystem(syncLatestManager).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            if (!SharedConfig.IsOffline)
            {
                Add(new PlaybackInitSystem(playbackManager).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            }
            Add(new PlaybackSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.NormalFrameStep));

            //添加游戏状态更新处理
            Add(new GameStateUpdateSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.NormalFrameStep));

            // 需要在playback之后,因为要根据车的位置更新人的位置
            // 要在predicte之前,因为要根据车的位置,更像摄像机位置
            Add(new PhysicsInitSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.CmdFrameStep));
            Add(new PhysicsUpdateSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.CmdFrameStep));


            Add(new VehicleCmdExecuteManagerSystem(vehicleExecutionSelector, topLevelGameModule, vehicleCmdExecuteSystemHandler, simulationTimer, false, SharedConfig.ServerAuthorative).WithExecFrameStep(EEcecuteStep.CmdFrameStep));
            Add(new UserPrePredictionSystem(topLevelGameModule,
                                            predicatoinInfoProvider,
                                            userPredictionInitManager).WithExecFrameStep(EEcecuteStep.NormalFrameStep)); //每帧执行的cmd要放在回滚之前,不然会导致多执行帧
            Add(new PhysicsPostUpdateSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.CmdFrameStep));
            Add(new PredictionInitSystem(userPredictionInitManager).WithExecFrameStep(EEcecuteStep.CmdFrameStep));
            Add(new UserPredictionSystem(topLevelGameModule,
                                         predicatoinInfoProvider,
                                         userPredictionInitManager).WithExecFrameStep(EEcecuteStep.CmdFrameStep));


            Add(new ResourceLoadSystem(topLevelGameModule, commonSessionObjects.AssetManager).WithExecFrameStep(EEcecuteStep.NormalFrameStep));

            Add(new GamePlaySystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.CmdFrameStep));

            Add(new RenderSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            Add(new UiSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.UIFrameStep));
            Add(new UiHfrSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.NormalFrameStep));

            Add(new CommonLifeTimeSystem(commonSessionObjects.GameContexts).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            Add(new CommoTickImmutabblitySystem(commonSessionObjects.GameContexts).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            Add(new EntityCleanUpSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.NormalFrameStep));

            Add(new CommonDestroySystem(commonSessionObjects).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
        }
示例#7
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            public SceneResourceLoadingFeature(string name,
                                               IGameModule topLevelGameModule,
                                               ICommonSessionObjects commonSessionObjects) : base(name)
            {
                topLevelGameModule.Init();

                Add(new ResourceLoadSystem(topLevelGameModule, commonSessionObjects.AssetManager));
            }
        public TerrainRendererInitSystem(ICommonSessionObjects commonSession, ClientSessionObjectsComponent clientSession)
        {
            _commonSession = commonSession;
            _clientSession = clientSession;

            _renderer = new TerrainRenderer();
            _clientSession.TerrainRenderer = _renderer;
        }
示例#9
0
        public ProfileFeature(IGameModule topLevelGameModule,
                              ICommonSessionObjects commonSessionObjects)
        {
            topLevelGameModule.Init();

            Add(new RenderSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            Add(new ResourceLoadSystem(topLevelGameModule, commonSessionObjects.AssetManager).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
        }
示例#10
0
            public ProfilePreparationFeature(string name,
                                             IGameModule topLevelGameModule,
                                             ICommonSessionObjects commonSessionObjects) : base(name)
            {
                topLevelGameModule.Init();

                Add(new ModuleInitSystem(topLevelGameModule, commonSessionObjects.AssetManager));
            }
 public LoadRequestManagerSystem(
     ICommonSessionObjects commonSesionObjects)
 {
     _driver = new LoadRequestManagerDriver(
         commonSesionObjects.LoadRequestManager,
         commonSesionObjects.GameObjectPool,
         commonSesionObjects.AssetPool);
 }
示例#12
0
 // private static readonly AssetInfo GroundProbFlashAsset = new AssetInfo("effect/common", "GroundPropFlash");
 public SceneObjectLoadSystem(Contexts contexts, ICommonSessionObjects sessionObjects) : base(
         contexts.sceneObject)
 {
     _assetManager      = sessionObjects.AssetManager;
     _playerContext     = contexts.player;
     _simpleLoadHandler = new SimpleLoadRespondHander(contexts);
     _weaponLoadHandler = new LoadWeaponRespondHandler(contexts);
 }
示例#13
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        private void ResetContexts(bool dispose)
        {
            ICommonSessionObjects sessionObjects = ContextsWrapper.contexts.session.commonSession;

            foreach (var entity in ContextsWrapper.contexts.player.GetEntities())
            {
                DestroyEntity(sessionObjects, entity);
                entity.isFlagDestroy = true;
            }

            foreach (var entity in ContextsWrapper.contexts.mapObject.GetEntities())
            {
                if (dispose || !entity.hasReset)
                {
                    DestroyEntity(sessionObjects, entity);
                    entity.isFlagDestroy = true;
                }
                else
                {
                    entity.reset.ResetAction(entity);
                }
            }

            foreach (var entity in ContextsWrapper.contexts.sceneObject.GetEntities())
            {
                DestroyEntity(sessionObjects, entity);
                entity.isFlagDestroy = true;
            }

            foreach (var entity in ContextsWrapper.contexts.freeMove.GetEntities())
            {
                DestroyEntity(sessionObjects, entity);
                entity.isFlagDestroy = true;
            }

            foreach (var entity in ContextsWrapper.contexts.bullet.GetEntities())
            {
                DestroyEntity(sessionObjects, entity);
                entity.isFlagDestroy = true;
            }

            foreach (var entity in ContextsWrapper.contexts.sound.GetEntities())
            {
                DestroyEntity(sessionObjects, entity);
                entity.isFlagDestroy = true;
            }

            foreach (var entity in ContextsWrapper.contexts.vehicle.GetEntities())
            {
                if (entity.hasEntityKey)
                {
                    DestroyEntity(sessionObjects, entity);
                    entity.isFlagDestroy = true;
                }
            }

            ContextsWrapper.contexts.session.currentTimeObject.CurrentTime = 0;
        }
示例#14
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            public PreloadFeature(string name,
                                  IGameModule topLevelGameModule,
                                  ICommonSessionObjects commonSessionObjects) : base(name)
            {
                topLevelGameModule.Init();

                Add(new ModuleInitSystem(topLevelGameModule, commonSessionObjects.AssetManager));
                Add(new UnityAssetManangerSystem(commonSessionObjects));
                Add(new ResourceLoadSystem(topLevelGameModule, commonSessionObjects.AssetManager));
            }
示例#15
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 public ServerPrepareFeature(
     string name,
     IGameModule topLevelGameModule,
     ICommonSessionObjects commonSessionObjects) : base(name)
 {
     topLevelGameModule.Init();
     Add(new ModuleInitSystem(topLevelGameModule, commonSessionObjects.LoadRequestManager));
     Add(new EntityCreateSystem(topLevelGameModule));
     Add(new LoadRequestManagerSystem(commonSessionObjects));
     Add(new ResourceLoadSystem(topLevelGameModule, commonSessionObjects.LoadRequestManager));
 }
        public static PlayerEntity CreateNewServerPlayerEntity(PlayerContext playerContext,
                                                               ICommonSessionObjects commonSessionObjects,
                                                               IEntityIdGenerator entityIdGenerator, Vector3 position,
                                                               IPlayerInfo playerInfo)
        {
            var entityId = entityIdGenerator.GetNextEntityId();

            playerInfo.EntityId = entityId;
            return(CreateNewPlayerEntity(playerContext, commonSessionObjects.WeaponModeLogic,
                                         position, playerInfo, true, false));
        }
示例#17
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        public CommonDestroySystem(ICommonSessionObjects sessionObjects)
        {
            _sessionObjects = sessionObjects;

            foreach (var info in _sessionObjects.GameContexts.AllContexts)
            {
                if (info.CanContainComponent <FlagDestroyComponent>())
                {
                    _groups.Add(info.CreateGameGroup <FlagDestroyComponent>());
                }
            }
        }
示例#18
0
        public ClientPreparePlayerMainFeature(string name,
                                              IGameModule topLevelGameModule,
                                              ICommonSessionObjects commonSessionObjects) : base(name)
        {
            topLevelGameModule.Init();

            Add(new ModuleInitSystem(topLevelGameModule, commonSessionObjects.AssetManager));
            Add(new EntityCreateSystem(topLevelGameModule));

            Add(new ResourceLoadSystem(topLevelGameModule, commonSessionObjects.AssetManager));
            Add(new EntityCleanUpSystem(topLevelGameModule));

            Add(new CommonDestroySystem(commonSessionObjects));
        }
示例#19
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        private void DestroyEntity(ICommonSessionObjects sessionObjects, Entity entity)
        {
            foreach (var comp in entity.GetComponents())
            {
                if (comp is IAssetComponent)
                {
                    ((IAssetComponent)comp).Recycle(sessionObjects.AssetManager);
                }
            }

            if (sessionObjects.AssetManager != null)
            {
                sessionObjects.AssetManager.LoadCancel(entity);
            }
        }
示例#20
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        public ServerMainFeature(
            string name,
            IGameModule topLevelGameModule,
            IUserCmdExecuteSystemHandler userCmdExecuteSystemHandler,
            IVehicleCmdExecuteSystemHandler vehicleCmdExecuteSystemHandler,
            ISimulationTimer simluationTimer,
            IVehicleExecutionSelector vehicleExecutionSelector,
            ICommonSessionObjects sessionObjects,
            IRoom room) : base(name)
        {
            topLevelGameModule.Init();
            Add(new ModuleInitSystem(topLevelGameModule, sessionObjects.LoadRequestManager));
            Add(new EntityCreateSystem(topLevelGameModule));

            Add(new GameStateUpdateSystem(topLevelGameModule));

            Add(new PhysicsInitSystem(topLevelGameModule));
            Add(new PhysicsUpdateSystem(topLevelGameModule));
            Add(new VehicleCmdExecuteManagerSystem(vehicleExecutionSelector, topLevelGameModule,
                                                   vehicleCmdExecuteSystemHandler, simluationTimer, true, SharedConfig.ServerAuthorative));
            Add(new PhysicsPostUpdateSystem(topLevelGameModule));
#if (true)
//            Add(new UserCmdExecuteManagerSystem(topLevelGameModule,
//                userCmdExecuteSystemHandler,
//                sessionObjects.GameStateProcessorFactory));
            Add(new UserCmdUpdateMsgExecuteManagerSystem(topLevelGameModule, userCmdExecuteSystemHandler,
                                                         new SyncUpdateLatestMsgHandler()));
#else
            Add(new UserCmdParallelExecuteManagerSystem(topLevelGameModule,
                                                        userCmdExecuteSystemHandler,
                                                        sessionObjects.GameStateProcessorFactory, 4));
#endif

            Add(new LoadRequestManagerSystem(sessionObjects));
            Add(new ResourceLoadSystem(topLevelGameModule, sessionObjects.LoadRequestManager));

            Add(new GamePlaySystem(topLevelGameModule));

            Add(new CommonLifeTimeSystem(sessionObjects.GameContexts));
            Add(new EntityCleanUpSystem(topLevelGameModule));
            Add(new CommonDestroySystem(sessionObjects));
            Add(new FreeGameRuleSystem(room));
            Add(new SendSnapshotSystem(room));
            Add(new CompensationSnapshotSystem(room));
        }
示例#21
0
        public ClientPreLoginFeature(
            string name,
            IGameModule topLevelGameModule,
            ICommonSessionObjects sessionObjects) : base(name)
        {
            topLevelGameModule.Init();
            Add(new ModuleInitSystem(topLevelGameModule, sessionObjects.AssetManager));
            Add(new EntityCreateSystem(topLevelGameModule));


            Add(new UnityAssetManangerSystem(sessionObjects));
            Add(new ResourceLoadSystem(topLevelGameModule, sessionObjects.AssetManager));

            Add(new RenderSystem(topLevelGameModule));

            Add(new CommonLifeTimeSystem(sessionObjects.GameContexts));
            Add(new EntityCleanUpSystem(topLevelGameModule));
            Add(new CommonDestroySystem(sessionObjects));
        }
示例#22
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        private void DestroyEntity(ICommonSessionObjects sessionObjects, Entity entity)
        {
            foreach (var comp in entity.GetComponents())
            {
                if (comp is IAssetComponent)
                {
                    try
                    {
                        ((IAssetComponent)comp).Recycle(sessionObjects.AssetManager);
                    }
                    catch (Exception e)
                    {
                        _logger.ErrorFormat("RecycleEntitys {0}", e);
                    }
                }
            }

            if (sessionObjects.AssetManager != null)
            {
                sessionObjects.AssetManager.LoadCancel(entity);
            }
            entity.Destroy();
        }
 public ClientWorldShiftPostProcessSystem(ICommonSessionObjects session)
 {
     _session = session;
 }
 public SurvivalModeLogicFactory(Contexts contexts, ICommonSessionObjects commonSessionObjects)
 {
     _contexts             = contexts;
     _commonSessionObjects = commonSessionObjects;
 }
示例#25
0
        public UserCmdGameModule(Contexts contexts,
                                 ICompensationWorldFactory compensationWorldFactory,
                                 IBulletHitHandler bulletHitHandler,
                                 IMeleeHitHandler meleeHitHandler,
                                 IThrowingHitHandler throwingHitHandler,
                                 ICommonSessionObjects commonSessionObjects,
                                 Motors motors)
        {
            if (SharedConfig.IsServer)
            {
                AddSystem(new PlayerSyncStageSystem(contexts));
            }
            if (!SharedConfig.IsServer)
            {
                AddSystem(new PlayerSynchronizeFromComponentSystem());
            }
            else
            {
                AddSystem(new ServerSynchronizeFromComponentSystem());
            }
            AddSystem(new PlayerClientTimeSystem());
            AddSystem(new PlayerGrenadeInventorySyncSystem());
            //AddSystem(new CameraUpdateArchorSystem(contexts));
            AddSystem(new PlayerRotateLimitSystem());
            AddSystem(new CameraPreUpdateSystem(contexts, motors));
            AddSystem(new BulletSimulationSystem(contexts, compensationWorldFactory, bulletHitHandler));
            AddSystem(new PlayerAttackSystem(contexts));
            AddSystem(new MeleeAttackSystem(contexts, compensationWorldFactory, meleeHitHandler));
            AddSystem(new ThrowingSimulationSystem(contexts, compensationWorldFactory, throwingHitHandler, contexts.session.entityFactoryObject.SoundEntityFactory));
            AddSystem(new PlayerBulletGenerateSystem(contexts));

            AddSystem(new PlayerWeaponSwitchSystem(contexts));
            AddSystem(new PlayerWeaponDrawSystem(contexts));
            AddSystem(new PlayerWeapnStateUpdateSystem(contexts));

            if (!SharedConfig.IsServer)
            {
                AddSystem(new PlayerSkyMoveStateUpdateSystem(contexts));
            }
            else
            {
                AddSystem(new ServerPlayerSkyMoveStateUpdateSystem(contexts));
            }

//            AddSystem(new PlayerMoveByRootMotionSystem());

            AddSystem(new CreatePlayerLifeStateDataSystem());

            if (!SharedConfig.IsServer)
            {
                AddSystem(new PlayerMoveSystem(contexts));
            }
            else
            {
                AddSystem(new ServerMoveSystem(contexts));
            }

            if (!SharedConfig.IsServer)
            {
                AddSystem(new PlayerSpecialZoneEventSystem(contexts));
            }
            else
            {
                AddSystem(new ServerSpecialZoneEventSystem(contexts));
            }
            AddSystem(new PlayerControlledVehicleUserCmdExecuteSystem());
            AddSystem(new UpdatePlayerPositionOnVehicle(contexts));
            //AddSystem(new PlayerCameraInputSystem(contexts.player));
            AddSystem(new VehicleRideSystem(contexts));
            if (!SharedConfig.IsServer)
            {
                AddSystem(new VehicleCameraUpdateSystem(contexts));
            }
            AddSystem(new PlayerOxygenEnergySystem(contexts.vehicle));
            AddSystem(new PlayerCustomInputUpdateSystem());


            AddSystem(new PlayerAutoMoveSystem());
            AddSystem(new PlayerClimbActionSystem());
            if (!SharedConfig.IsServer)
            {
                AddSystem(new PlayerStateUpdateSystem(contexts));
            }
            else
            {
                AddSystem(new PlayerServerStateUpdateSystem(contexts));
            }

            if (!SharedConfig.IsServer)
            {
                AddSystem(new PlayerMoveByRootMotionSystem());
            }
            else
            {
                AddSystem(new ServerMoveByRootMotionSystem());
            }
            AddSystem(new PlayerFirstAppearanceUpdateSystem());
            AddSystem(new PlayerAppearanceUpdateSystem());
            if (!SharedConfig.IsServer)
            {
                AddSystem(new PlayerCharacterBoneUpdateSystem());
            }
            else
            {
                AddSystem(new ServerCharacterBoneUpdateSystem());
            }
            AddSystem(new PlayerHoldBreathSystem());
            AddSystem(new PlayerAvatarSystem());
            if (!SharedConfig.IsServer)
            {
                AddSystem(new PlayerSynchronizeToComponentSystem());
            }

            AddSystem(new PlayerBuffUpdateSystem(contexts));
            AddSystem(new PlayerFallDamageSystem(contexts));
            AddSystem(new PlayerSaveSystem(contexts));
            AddSystem(new PlayerStatisticsSystem());
            AddSystem(new CameraUpdateArchorSystem(contexts));
            if (!SharedConfig.IsServer)
            {
                AddSystem(new CameraUpdateSystem(contexts, motors));
            }
            else
            {
                AddSystem(new ServerCameraUpdateSystem(contexts, motors));
            }
            AddSystem(new PlayerStateTipSystem(contexts));

            AddSystem(new PlayerActionInterruptSystem());
            AddSystem(new PlayerBagSwitchSystem(commonSessionObjects));
            if (!SharedConfig.IsServer)
            {
                AddSystem(new CameraPostUpdateSystem(contexts.player, contexts.vehicle, contexts.freeMove));
            }
            else
            {
                AddSystem(new ServerPostCameraUpdateSystem(contexts));
            }
            AddSystem(new PlayerSoundPlaySystem(contexts));
        }
示例#26
0
 public ClientScenePostprocessorSystem(ICommonSessionObjects session)
 {
     _session = session;
 }
示例#27
0
 public PlayerBagSwitchSystem(ICommonSessionObjects commonSessionObjects, Contexts contexts)
 {
     _commonSessionObjects = commonSessionObjects;
     _contexts             = contexts;
 }
示例#28
0
 public OfflineGamePlay(Contexts contexts, ICommonSessionObjects sessionObjects)
 {
     _contexts       = contexts;
     _sessionObjects = sessionObjects;
 }
 public SimpleLoadBulletSystem(Contexts contexts, ICommonSessionObjects sessionObjects) : base(contexts.player)
 {
     this._contexts      = contexts;
     this._sessonObjects = sessionObjects;
 }
示例#30
0
 public BulletReloadSystem(Contexts contexts, ICommonSessionObjects sessionObjects)
 {
     this._contexts      = contexts;
     this._sessonObjects = sessionObjects;
 }