using System; namespace ET { [FriendOf(typeof(Room))] public static class RoomSystem { public static void Init(this Room self, Room2C_Start room2CStart) { self.StartTime = room2CStart.StartTime; self.FixedTimeCounter = new FixedTimeCounter(self.StartTime, 0, LSConstValue.UpdateInterval); self.LSWorld.AddComponent(); for (int i = 0; i < room2CStart.UnitInfo.Count; ++i) { LockStepUnitInfo unitInfo = room2CStart.UnitInfo[i]; LSUnitFactory.Init(self.LSWorld, unitInfo); } } public static void Update(this Room self, OneFrameMessages oneFrameMessages, int frame) { // 保存当前帧场景数据 self.FrameBuffer.SaveLSWorld(frame, self.LSWorld); // 设置输入到每个LSUnit身上 LSWorld lsWorld = self.LSWorld; LSUnitComponent unitComponent = lsWorld.GetComponent(); foreach (var kv in oneFrameMessages.Inputs) { LSUnit lsUnit = unitComponent.GetChild(kv.Key); LSInputComponent lsInputComponent = lsUnit.GetComponent(); lsInputComponent.LSInput = kv.Value; } lsWorld.Updater.Update(); } } }