public override Systems CreateUpdateSystems(IContexts contexts1) { var gameModule = new CompositeGameModule(); var contexts = contexts1 as Contexts; var loadSceneSystem = new InitialSceneLoadingSystem(this, contexts, null, true); loadSceneSystem.AsapMode = true; gameModule.AddSystem(loadSceneSystem); gameModule.AddSystem(new InitTriggerObjectManagerSystem(contexts)); gameModule.AddSystem(new ServerScenePostprocessorSystem(contexts.session.commonSession)); //gameModule.AddModule(new ResourcePreloadModule(this)); var featrue = new ServerPrepareFeature("loadMapConfig", gameModule, contexts.session.commonSession.AssetManager); featrue.Add(new MapConfigInitModule(contexts, this)); if (contexts.session.commonSession.RoomInfo.MapId == 2) { contexts.session.commonSession.InitPosition = new Vector3(1906, 20, -1964); } else { contexts.session.commonSession.InitPosition = Vector3.zero; } return(featrue); }
public override Systems CreateUpdateSystems(IContexts contexts1) { var gameModule = new CompositeGameModule(); var contexts = contexts1 as Contexts; var loadSceneSystem = new InitialSceneLoadingSystem(this, contexts, null, true); loadSceneSystem.AsapMode = true; gameModule.AddSystem(loadSceneSystem); gameModule.AddSystem(new InitTriggerObjectManagerSystem(contexts)); gameModule.AddSystem(new ServerScenePostprocessorSystem(contexts.session.commonSession)); //gameModule.AddModule(new ResourcePreloadModule(this)); var featrue = new ServerPrepareFeature("loadMapConfig", gameModule, contexts.session.commonSession); return(featrue); }
private CompositeGameModule CreateCompositeGameModule(Contexts contexts) { var gameModule = new CompositeGameModule(); var loadSceneSystem = new InitialSceneLoadingSystem(this, contexts, new StreamingGoByDistance(), _isServer); loadSceneSystem.AsapMode = _loadSceneAsap; gameModule.AddSystem(loadSceneSystem); gameModule.AddSystem(new InitTriggerObjectManagerSystem(contexts)); gameModule.AddSystem(new GameObjectRecordSystem(contexts)); gameModule.AddSystem(new ClientScenePostprocessorSystem(contexts.session.commonSession)); gameModule.AddSystem(new TerrainRendererInitSystem(contexts.session.commonSession, contexts.session.clientSessionObjects)); gameModule.AddSystem(new ClientWorldShiftPostProcessSystem(contexts.session.commonSession)); gameModule.AddSystem(new TerrainDataLoadSystem(this, contexts)); return(gameModule); }