public VehicleExecutionSelector(Contexts contexts) { VehicleContext = contexts.vehicle; PlayerContext = contexts.player; _activeVehicleCache = new List <Entity>(); Vehicles = VehicleContext.GetGroup(VehicleMatcher.AllOf(VehicleMatcher.GameObject, VehicleMatcher.Position)); _players = PlayerContext.GetGroup(PlayerMatcher.AllOf(PlayerMatcher.ThirdPersonModel, PlayerMatcher.GamePlay)); _ignorePlayerVehicleCollision = false; SqrPhysicsDistance = 150.0f * 150.0f; }
public ThrowingSimulationSystem( Contexts contexts, ICompensationWorldFactory compensationWorldFactory, ThrowingHitHandler hitHandler) { _contexts = contexts; _layerMask = UnityLayers.SceneCollidableLayerMask | UnityLayerManager.GetLayerIndex(EUnityLayerName.UI);//BulletLayers.GetBulletLayer(); _moveSimulator = new ThrowingMoveSimulator(20, contexts.player); _compensationWorldFactory = compensationWorldFactory; _throwingHitHandler = hitHandler; //all throwings _throwings = _contexts.throwing.GetGroup(ThrowingMatcher.AllOf(ThrowingMatcher.ThrowingData)); //all vehicles _vehicles = _contexts.vehicle.GetGroup(VehicleMatcher.AllOf(VehicleMatcher.GameObject)); //all players _players = _contexts.player.GetGroup(PlayerMatcher.AllOf(PlayerMatcher.FirstPersonModel, PlayerMatcher.ThirdPersonModel)); }
public VehicleGameStateUpdateSystem(VehicleContext context, BaseGameHandlerRegister handlerRegister) : base(handlerRegister) { _context = context; _vehicles = context.GetGroup(VehicleMatcher.AllOf(VehicleMatcher.VehicleGameEvent, VehicleMatcher.GameObject)); }
public ServerVehicleCmdExecuteSystemHandler(Contexts serverContexts) : base(serverContexts.vehicle) { _vehicles = serverContexts.vehicle.GetGroup(VehicleMatcher.AllOf(VehicleMatcher.EntityKey)); }
public VehicleSyncPositionSystem(Contexts contexts) : base() { _carContext = contexts.vehicle.GetGroup(VehicleMatcher.AllOf(VehicleMatcher.Position, VehicleMatcher.VehicleType, VehicleMatcher.CarRewindData)); _shipContext = contexts.vehicle.GetGroup(VehicleMatcher.AllOf(VehicleMatcher.Position, VehicleMatcher.VehicleType, VehicleMatcher.ShipDynamicData)); }
public ClientVehiclePlaybackSystem(PlayerContext playerContext, VehicleContext vehicleContext) { _vehicleContext = vehicleContext; _playerContext = playerContext; _vehicles = vehicleContext.GetGroup(VehicleMatcher.AllOf(VehicleMatcher.GameObject)); }