protected override void HandleWorkerConnectionEstablished()
 {
     PlayerLifecycleHelper.AddClientSystems(Worker.World);
     TransformSynchronizationHelper.AddClientSystems(Worker.World);
     GameObjectRepresentationHelper.AddSystems(Worker.World);
     GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World);
 }
示例#2
0
 public static void AddClientSystems(World world)
 {
     AddLifecycleSystems(world);
     TransformSynchronizationHelper.AddClientSystems(world);
     PlayerLifecycleHelper.AddClientSystems(world);
     GameObjectCreationHelper.EnableStandardGameObjectCreation(world);
 }
        protected override void HandleWorkerConnectionEstablished()
        {
            PlayerLifecycleHelper.AddClientSystems(Worker.World);
            TransformSynchronizationHelper.AddClientSystems(Worker.World);

            IEntityGameObjectCreator fallbackCreator = new GameObjectCreatorFromMetadata(Worker.WorkerType, Worker.Origin, Worker.LogDispatcher);
            IEntityGameObjectCreator customCreator   = new PlayerGameObjectCreator(fallbackCreator, Worker.World, Worker.WorkerType);

            GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World, customCreator);
        }
示例#4
0
 public static void AddClientSystems(World world)
 {
     AddLifecycleSystems(world);
     TransformSynchronizationHelper.AddClientSystems(world);
     PlayerLifecycleHelper.AddClientSystems(world);
     GameObjectCreationHelper.EnableStandardGameObjectCreation(world);
     world.GetOrCreateSystem <ProcessColorChangeSystem>();
     world.GetOrCreateSystem <LocalPlayerInputSync>();
     world.GetOrCreateSystem <MoveLocalPlayerSystem>();
     world.GetOrCreateSystem <InitCameraSystem>();
     world.GetOrCreateSystem <FollowCameraSystem>();
     world.GetOrCreateSystem <UpdateUISystem>();
     world.GetOrCreateSystem <PlayerCommandsSystem>();
     world.GetOrCreateSystem <MetricSendSystem>();
 }
示例#5
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        protected override void HandleWorkerConnectionEstablished()
        {
            Worker.World.GetOrCreateSystem <MetricSendSystem>();
            PlayerLifecycleHelper.AddClientSystems(Worker.World);
            var gameObjectCreator = new GameObjectCreatorFromTransform(WorkerType, transform.position);

            GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World, gameObjectCreator, entityRepresentationMapping);
            TransformSynchronizationHelper.AddClientSystems(Worker.World);

            // if no level make one....
            if (level == null)
            {
                return;
            }
            levelInstance = Instantiate(level, transform.position, transform.rotation);
        }
 public static void AddClientSystems(World world, UnityEngine.GameObject gameObject, bool autoRequestPlayerCreation = true)
 {
     TransformSynchronizationHelper.AddClientSystems(world);
     PlayerLifecycleHelper.AddClientSystems(world, autoRequestPlayerCreation);
     GameObjectCreationHelper.EnableStandardGameObjectCreation(world, gameObject);
     world.GetOrCreateSystem <ProcessColorChangeSystem>();
     world.GetOrCreateSystem <AdvancedPlayerInputSync>();
     world.GetOrCreateSystem <MoveAdvancedUnitSystem>();
     world.GetOrCreateSystem <InitCameraSystem>();
     world.GetOrCreateSystem <FollowCameraSystem>();
     world.GetOrCreateSystem <InitUISystem>();
     world.GetOrCreateSystem <UpdateUISystem>();
     world.GetOrCreateSystem <PlayerCommandsSystem>();
     world.GetOrCreateSystem <MetricSendSystem>();
     world.GetOrCreateSystem <BulletMovementSystem>();
     world.GetOrCreateSystem <FieldQueryClientSystem>();
 }
        protected override void HandleWorkerConnectionEstablished()
        {
            Worker.World.GetOrCreateSystem <TankMovementSystem>();
            PlayerLifecycleHelper.AddClientSystems(Worker.World);

            var fallbackCreator = new GameObjectCreatorFromMetadata(Worker.WorkerType, Worker.Origin, Worker.LogDispatcher);
            var customCreator   = new CustomGameObjectCreator(fallbackCreator, Worker.World, Worker.WorkerType, Worker.Origin, Worker.LogDispatcher);

            GameObjectCreationHelper.EnableStandardGameObjectCreation(Worker.World, customCreator);
            TransformSynchronizationHelper.AddClientSystems(Worker.World);

            if (level == null)
            {
                return;
            }
            levelInstance = Instantiate(level, transform.position, transform.rotation);
        }
示例#8
0
        protected override void HandleWorkerConnectionEstablished()
        {
            PlayerLifecycleHelper.AddClientSystems(Worker.World);
            TransformSynchronizationHelper.AddClientSystems(Worker.World);

            // Set the Worker gameObject to the ClientWorker so it can access PlayerCreater reader/writers
            var fallback = new GameObjectCreatorFromMetadata(Worker.WorkerType, Worker.Origin, Worker.LogDispatcher);

            GameObjectCreationHelper.EnableStandardGameObjectCreation(
                Worker.World,
                new AdvancedEntityPipeline(Worker, AuthPlayer, NonAuthPlayer, fallback),
                gameObject);



            JoinButton.GetComponent <Button>().interactable = true;
            JoinButton.SetActive(false);
            LeaveButton.SetActive(true);
        }
示例#9
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 public static void AddClientSystems(World world, bool autoRequestPlayerCreation = true)
 {
     TransformSynchronizationHelper.AddClientSystems(world);
     PlayerLifecycleHelper.AddClientSystems(world, autoRequestPlayerCreation);
     world.GetOrCreateSystem <LocalLockOnSystem>();
     world.GetOrCreateSystem <AimAnimationLocalSystem>();
     world.GetOrCreateSystem <AdvancedPlayerInputSync>();
     world.GetOrCreateSystem <MoveAdvancedUnitSystem>();
     world.GetOrCreateSystem <InitCameraSystem>();
     world.GetOrCreateSystem <FollowCameraSystem>();
     world.GetOrCreateSystem <PlayerCommandsSystem>();
     world.GetOrCreateSystem <MetricSendSystem>();
     world.GetOrCreateSystem <BulletMovementSystem>();
     world.GetOrCreateSystem <FieldQueryClientSystem>();
     world.GetOrCreateSystem <SpawnPointQuerySystem>();
     world.GetOrCreateSystem <UnitUIInfoSystem>();
     world.GetOrCreateSystem <MiniMapUISystem>();
     world.GetOrCreateSystem <LocalTimerUpdateSystem>();
     world.GetOrCreateSystem <SymbolicObjectSystem>();
 }
示例#10
0
        public static void AddClientSystems(World world)
        {
            AddLifecycleSystems(world);
            TransformSynchronizationHelper.AddClientSystems(world);
            PlayerLifecycleHelper.AddClientSystems(world);
            GameObjectRepresentationHelper.AddSystems(world);
            GameObjectCreationHelper.EnableStandardGameObjectCreation(world);

            /*
             * world.GetOrCreateManager<ProcessColorChangeSystem>();
             * world.GetOrCreateManager<LocalPlayerInputSync>();
             * world.GetOrCreateManager<MoveLocalPlayerSystem>();
             * world.GetOrCreateManager<InitCameraSystem>();
             * world.GetOrCreateManager<FollowCameraSystem>();
             * world.GetOrCreateManager<InitUISystem>();
             * world.GetOrCreateManager<UpdateUISystem>();
             */
            world.GetOrCreateManager <PlayerCommandsSystem>();
            world.GetOrCreateManager <ProcessPlayerResponseSystem>();//process preauth responses from server

            world.GetOrCreateManager <MetricSendSystem>();
        }