Game Scene Split up
This commit is contained in:
@@ -33,7 +33,6 @@ namespace ProjectM.Server
|
||||
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
|
||||
if (!serverTick.IsValid)
|
||||
return;
|
||||
uint now = serverTick.TickIndexForValidTick;
|
||||
|
||||
var spawnerEntity = SystemAPI.GetSingletonEntity<CycleDirectorSpawner>();
|
||||
var spawner = SystemAPI.GetComponent<CycleDirectorSpawner>(spawnerEntity);
|
||||
@@ -50,14 +49,15 @@ namespace ProjectM.Server
|
||||
xform.Position = BaseGridMath.PlotCenter(anchor);
|
||||
ecb.SetComponent(director, xform);
|
||||
|
||||
// Override the baked CycleState with the real start tick; add server-only bookkeeping.
|
||||
// Boot the run-state in Calm (the persistent default) — no timer; ThreatDirector arms sieges.
|
||||
ecb.SetComponent(director, new CycleState
|
||||
{
|
||||
Phase = CyclePhase.Expedition,
|
||||
Phase = CyclePhase.Calm,
|
||||
CycleNumber = 1,
|
||||
PhaseEndTick = TickUtil.NonZero(now + CyclePhase.ExpeditionTicks),
|
||||
PhaseEndTick = 0u,
|
||||
});
|
||||
ecb.AddComponent(director, new CycleRuntime { DefendStartWave = 0 });
|
||||
ecb.AddComponent(director, new ThreatState());
|
||||
}
|
||||
|
||||
// One-shot: remove the spawner so RequireForUpdate fails and the system idles.
|
||||
|
||||
Reference in New Issue
Block a user