using System.Net.Sockets; namespace ET.Client { public static class SceneFactory { public static async ETTask<Scene> CreateClientScene(int zone, string name) { await ETTask.CompletedTask; Scene clientScene = EntitySceneFactory.CreateScene(zone, SceneType.Client, name, ClientSceneManagerComponent.Instance); clientScene.AddComponent<CurrentScenesComponent>(); clientScene.AddComponent<ObjectWait>(); clientScene.AddComponent<PlayerComponent>(); return clientScene; } public static Scene CreateCurrentScene(long id, int zone, string name, CurrentScenesComponent currentScenesComponent) { Scene currentScene = EntitySceneFactory.CreateScene(id, IdGenerater.Instance.GenerateInstanceId(), zone, SceneType.Current, name, currentScenesComponent); currentScenesComponent.Scene = currentScene; EventSystem.Instance.Publish(currentScene, new EventType.AfterCreateCurrentScene()); return currentScene; } } }