示例#1
0
 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));
 }
示例#3
0
 public VehicleGameStateUpdateSystem(VehicleContext context, BaseGameHandlerRegister handlerRegister) : base(handlerRegister)
 {
     _context  = context;
     _vehicles = context.GetGroup(VehicleMatcher.AllOf(VehicleMatcher.VehicleGameEvent, VehicleMatcher.GameObject));
 }
示例#4
0
 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));
 }