示例#1
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 public ServerVehicleModule(Contexts contexts, VehicleTimer vehicleTimer)
 {
     AddSystem(new VehicleHitBoxInitSystem(contexts));
     AddSystem(new ServerVehicleEntityInitSystem(contexts));
     AddSystem(new VehicleSyncPositionSystem(contexts));
     AddSystem(new VehicleEntityDeactiveSystem(contexts.vehicle));
     AddSystem(new RideOffVehicleOnPlayerDestroy(contexts));
     AddSystem(new VehicleGameStateUpdateSystem(contexts.vehicle, new ServerVehicleGameHandlerRegister(contexts)));
     //AddSystem(new VehicleRideSystem(contexts.vehicle));
     AddSystem(new ServerVehicleCmdExecuteSystem(contexts, vehicleTimer));
     AddSystem(new PlayerControlledVehicleUpdateSystem(contexts));
     AddSystem(new VehicleSoundSelectSystem(contexts.vehicle));
 }
示例#2
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        public static void SetTimer(VehicleEntity vehicle, VehicleTimer timer)
        {
            var controller = GetController <VehicleCommonController>(vehicle);

            controller.SetTimer(timer);
        }
示例#3
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 public VehicleCmdExecuteSystem(VehicleTimer vehicleTimer)
 {
     _vehicleTimer           = vehicleTimer;
     EnableSyncFromComponent = true;
 }
示例#4
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 public static void SetTimer(this VehicleEntity vehicle, VehicleTimer timer)
 {
     VehicleCommonUtility.SetTimer(vehicle, timer);
 }
示例#5
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 public ClientVehicleCmdExecuteSystem(Contexts contexts, VehicleTimer vehicleTimer) : base(vehicleTimer)
 {
     _playerContext          = contexts.player;
     EnableSyncFromComponent = SharedConfig.ServerAuthorative || SharedConfig.DynamicPrediction;
 }
示例#6
0
 public ServerVehicleCmdExecuteSystem(Contexts contexts, VehicleTimer vehicleTimer) : base(vehicleTimer)
 {
     EnableSyncFromComponent = SharedConfig.ServerAuthorative;
 }