using Unity.Entities;
using Unity.NetCode;
using Unity.NetCode.Extensions;
namespace Unity.MegaCity.Gameplay
{
///
/// Handles shooting on the server
///
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct ShootingSystemServer : ISystem
{
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate();
}
public void OnUpdate(ref SystemState state)
{
var netTime = SystemAPI.GetSingleton();
var shootingJob = new ApplyingDamageAndPointsJob
{
DamagePerSecond = 50f,
DeltaTime = SystemAPI.Time.DeltaTime,
PredictingTick = netTime.ServerTick,
healthLookup = SystemAPI.GetComponentLookup(),
playerPointsLookUp = SystemAPI.GetComponentLookup(),
playerNameLookup = SystemAPI.GetComponentLookup(),
immunityLookup = SystemAPI.GetComponentLookup(),
};
state.Dependency = shootingJob.Schedule(state.Dependency);
}
}
}