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52 行
1.8 KiB
52 行
1.8 KiB
using Unity.Entities;
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using Unity.NetCode;
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using static Unity.Entities.SystemAPI;
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using Unity.Burst;
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namespace Unity.MegaCity.Gameplay
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{
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/// <summary>
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/// Handles immunity state changes
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/// </summary>
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[BurstCompile]
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[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
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public partial struct ImmunitySystem : ISystem
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{
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var netTime = GetSingleton<NetworkTime>();
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if (!netTime.IsFirstTimeFullyPredictingTick)
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return;
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var predictingTick = netTime.ServerTick;
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var isServer = state.WorldUnmanaged.IsServer();
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foreach (var (imminuty, health) in
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Query<RefRW<Immunity>, RefRW<VehicleHealth>>().
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WithAll<Simulate>())
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{
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if (health.ValueRO.ReviveStateChangeTick == NetworkTick.Invalid)
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continue;
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if (imminuty.ValueRO.StateChangeTick == NetworkTick.Invalid && isServer)
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{
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imminuty.ValueRW.StateChangeTick = predictingTick;
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health.ValueRW.ReviveStateChangeTick = NetworkTick.Invalid;
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}
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}
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foreach (var imminuty in Query<RefRW<Immunity>>().WithAll<Simulate>())
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{
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if (imminuty.ValueRO.StateChangeTick == NetworkTick.Invalid)
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continue;
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var tickSince = predictingTick.TicksSince(imminuty.ValueRO.StateChangeTick);
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if (tickSince > imminuty.ValueRO.TickAmount && isServer)
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{
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imminuty.ValueRW.StateChangeTick = NetworkTick.Invalid;
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}
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}
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}
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}
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}
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