Beispiel #1
0
        public void Run()
        {
            WorldComponent world = _world.Components1[0];

            foreach (int i in _stoppedGhosts)
            {
                int ghostEntity = _stoppedGhosts.Entities[i];
                _ecsWorld
                .AddComponent <ChangeDirectionComponent>(ghostEntity)
                .NewDirection = Random.NextEnum <Directions>();
            }

            foreach (int i in _ghosts)
            {
                Vector2Int currentPosition = _ghosts.Components1[i].Position;
                foreach (int entity in world.WorldField[currentPosition.x][currentPosition.y])
                {
                    var player = _ecsWorld.GetComponent <PlayerComponent>(entity);
                    var isDead = _ecsWorld.GetComponent <PlayerIsDeadEvent>(entity);
                    if (player != null && isDead == null)
                    {
                        _ecsWorld.AddComponent <PlayerIsDeadEvent>(entity);
                    }
                }
            }
        }
Beispiel #2
0
        public void Run()
        {
            foreach (int i in _stoppedGhosts)
            {
                EcsEntity ghostEntity = _stoppedGhosts.Entities[i];
                ghostEntity.Set <ChangeDirectionComponent>().NewDirection = _random.NextEnum <Directions>();
            }

            foreach (int i in _ghosts)
            {
                Vector2Int currentPosition = _ghosts.Get1[i].Position;
                foreach (EcsEntity entity in _worldService.WorldField[currentPosition.x][currentPosition.y])
                {
                    var player = entity.Get <PlayerComponent>();
                    var isDead = entity.Get <PlayerIsDeadEvent>();
                    if (player != null && isDead == null)
                    {
                        entity.Set <PlayerIsDeadEvent>();
                    }
                }
            }
        }