public void ReplaceCollider(Lockstep.Math.LVector2 newSize, Lockstep.Math.LFloat newRadius) { var index = GameComponentsLookup.Collider; var component = (Lockstep.ECS.Game.ColliderComponent)CreateComponent(index, typeof(Lockstep.ECS.Game.ColliderComponent)); component.size = newSize; component.radius = newRadius; ReplaceComponent(index, component); }
public void ReplaceDropRate(Lockstep.Math.LFloat newValue) { var index = GameComponentsLookup.DropRate; var component = (Lockstep.ECS.Game.DropRateComponent)CreateComponent(index, typeof(Lockstep.ECS.Game.DropRateComponent)); component.value = newValue; ReplaceComponent(index, component); }
public void AddDropRate(Lockstep.Math.LFloat newValue) { var index = GameComponentsLookup.DropRate; var component = CreateComponent <Lockstep.ECS.Game.DropRateComponent>(index); component.value = newValue; AddComponent(index, component); }
public void ReplaceDelayCall(Lockstep.Math.LFloat newDelayTimer, System.Action newCallBack) { var index = GameComponentsLookup.DelayCall; var component = (Lockstep.ECS.Game.DelayCallComponent)CreateComponent(index, typeof(Lockstep.ECS.Game.DelayCallComponent)); component.delayTimer = newDelayTimer; component.callBack = newCallBack; ReplaceComponent(index, component); }
public void AddDelayCall(Lockstep.Math.LFloat newDelayTimer, int newCallBack) { var index = GameComponentsLookup.DelayCall; var component = (Lockstep.ECS.Game.DelayCallComponent)CreateComponent(index, typeof(Lockstep.ECS.Game.DelayCallComponent)); component.delayTimer = newDelayTimer; component.callBack = newCallBack; AddComponent(index, component); }
public void AddCollider(Lockstep.Math.LVector2 newSize, Lockstep.Math.LFloat newRadius) { var index = GameComponentsLookup.Collider; var component = CreateComponent <Lockstep.ECS.Game.ColliderComponent>(index); component.size = newSize; component.radius = newRadius; AddComponent(index, component); }
public void AddDelayCall(Lockstep.Math.LFloat newDelayTimer, System.Action newCallBack) { var index = GameComponentsLookup.DelayCall; var component = CreateComponent <Lockstep.ECS.Game.DelayCallComponent>(index); component.delayTimer = newDelayTimer; component.callBack = newCallBack; AddComponent(index, component); }
public void ReplaceMove(Lockstep.Math.LFloat newMoveSpd, Lockstep.Math.LFloat newMaxMoveSpd, bool newIsChangedDir) { var index = GameComponentsLookup.Move; var component = (Lockstep.ECS.Game.MoveComponent)CreateComponent(index, typeof(Lockstep.ECS.Game.MoveComponent)); component.moveSpd = newMoveSpd; component.maxMoveSpd = newMaxMoveSpd; component.isChangedDir = newIsChangedDir; ReplaceComponent(index, component); }
public void ReplaceAI(Lockstep.Math.LFloat newTimer, Lockstep.Math.LFloat newUpdateInterval, Lockstep.Math.LFloat newFireRate) { var index = GameComponentsLookup.AI; var component = (Lockstep.ECS.Game.AIComponent)CreateComponent(index, typeof(Lockstep.ECS.Game.AIComponent)); component.timer = newTimer; component.updateInterval = newUpdateInterval; component.fireRate = newFireRate; ReplaceComponent(index, component); }
public void AddMove(Lockstep.Math.LFloat newMoveSpd, Lockstep.Math.LFloat newMaxMoveSpd, bool newIsChangedDir) { var index = GameComponentsLookup.Move; var component = CreateComponent <Lockstep.ECS.Game.MoveComponent>(index); component.moveSpd = newMoveSpd; component.maxMoveSpd = newMaxMoveSpd; component.isChangedDir = newIsChangedDir; AddComponent(index, component); }
public void AddAI(Lockstep.Math.LFloat newTimer, Lockstep.Math.LFloat newUpdateInterval, Lockstep.Math.LFloat newFireRate) { var index = GameComponentsLookup.AI; var component = CreateComponent <Lockstep.ECS.Game.AIComponent>(index); component.timer = newTimer; component.updateInterval = newUpdateInterval; component.fireRate = newFireRate; AddComponent(index, component); }
public void ReplaceSkill(Lockstep.Math.LFloat newCd, Lockstep.Math.LFloat newCdTimer, int newBulletId, bool newIsNeedFire) { var index = GameComponentsLookup.Skill; var component = (Lockstep.ECS.Game.SkillComponent)CreateComponent(index, typeof(Lockstep.ECS.Game.SkillComponent)); component.cd = newCd; component.cdTimer = newCdTimer; component.bulletId = newBulletId; component.isNeedFire = newIsNeedFire; ReplaceComponent(index, component); }
public void AddSkill(Lockstep.Math.LFloat newCd, Lockstep.Math.LFloat newCdTimer, int newBulletId, bool newIsNeedFire) { var index = GameComponentsLookup.Skill; var component = CreateComponent <Lockstep.ECS.Game.SkillComponent>(index); component.cd = newCd; component.cdTimer = newCdTimer; component.bulletId = newBulletId; component.isNeedFire = newIsNeedFire; AddComponent(index, component); }