Game Scene Split up
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#if UNITY_EDITOR
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using System.Collections.Generic;
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.NetCode;
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// EDITOR-ONLY client sender for dev-tool <see cref="DebugCommandRequest"/> RPCs. Mirrors
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/// <c>StorageOpSendSystem</c>: static convenience methods enqueue into a queue that this client
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/// <see cref="SystemBase"/> drains into request entities each tick (so it works from the DebugOverlay's IMGUI
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/// AND headless from execute_code). The statics are reset on play-enter so a fast-enter-playmode reload can't
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/// replay a stale queue. The wire type is unconditional; this system is #if UNITY_EDITOR (stripped from builds).
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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public partial class DebugCommandSendSystem : SystemBase
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{
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struct Pending { public byte Op; public int ArgA; public int ArgB; }
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static readonly List<Pending> s_Pending = new List<Pending>();
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/// <summary>Queue a raw dev command for the next client tick.</summary>
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public static void Send(byte op, int argA = 0, int argB = 0)
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=> s_Pending.Add(new Pending { Op = op, ArgA = argA, ArgB = argB });
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// Convenience wrappers (overlay buttons + execute_code).
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public static void SpawnWave(int size) => Send(DebugOp.SpawnWave, size);
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public static void EndSiege() => Send(DebugOp.EndSiege);
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public static void ClearEnemies() => Send(DebugOp.ClearEnemies);
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public static void SetCalm() => Send(DebugOp.SetCalm);
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public static void GrantResource(byte itemId, int count) => Send(DebugOp.GrantResource, itemId, count);
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public static void GrantUpgrade() => Send(DebugOp.GrantUpgrade);
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public static void Teleport(byte region) => Send(DebugOp.Teleport, region);
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public static void ToggleGod() => Send(DebugOp.ToggleGod);
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public static void Heal() => Send(DebugOp.Heal);
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public static void Kill() => Send(DebugOp.KillPlayer);
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public static void AdvanceGoal(int by) => Send(DebugOp.AdvanceGoal, by);
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public static void SetHeat(int heat) => Send(DebugOp.SetHeat, heat);
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void ResetOnEnterPlayMode() => s_Pending.Clear();
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protected override void OnUpdate()
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{
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if (s_Pending.Count == 0)
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return;
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if (!SystemAPI.TryGetSingletonEntity<NetworkId>(out var connection))
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return; // not connected yet — hold the queue
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var em = EntityManager;
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for (int i = 0; i < s_Pending.Count; i++)
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{
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var p = s_Pending[i];
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var req = em.CreateEntity();
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em.AddComponentData(req, new DebugCommandRequest { Op = p.Op, ArgA = p.ArgA, ArgB = p.ArgB });
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em.AddComponentData(req, new SendRpcCommandRequest { TargetConnection = connection });
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}
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s_Pending.Clear();
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}
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}
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}
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#endif
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