Progress network character controls

This commit is contained in:
Lauchstange committed 2025-02-12 21:59:30 +01:00
1 parent 01f38a19a1
commit 0cb70d4042
51 files changed
+297 -2093

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@@ -11,6 +11,7 @@ namespace Client
{
private EntityQuery _pendingNetworkIdQuery;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
//Get all entities connected to the server (having networkID), but not in game yet (no NetworkStreamInGame)
@@ -22,11 +23,16 @@ namespace Client
state.RequireForUpdate<ClientTeamRequest>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
//Get Requested team and all network ids that want to join
var teamrequest = SystemAPI.GetSingleton<ClientTeamRequest>();
var ecb = new EntityCommandBuffer(Allocator.Temp);
var ecb = SystemAPI.GetSingletonRW<EndSimulationEntityCommandBufferSystem.Singleton>().ValueRW
.CreateCommandBuffer(state.WorldUnmanaged);
var pendingNetworkIds = _pendingNetworkIdQuery.ToEntityArray(Allocator.Temp);
foreach (var pendingNetworkId in pendingNetworkIds)
@@ -49,9 +55,6 @@ namespace Client
TargetConnection = pendingNetworkId
});
}
//Broadcast Rpc - playback disposes of ecb
ecb.Playback(state.EntityManager);
}
}
}