Systems createSystems(Pool pool) { #if (UNITY_EDITOR) return new DebugSystems() #else return new Systems() #endif // Initialize .Add(pool.CreateCreatePlayerSystem()) // Input .Add(pool.CreateInputSystem()) // Update .Add(pool.CreateHealthSystem()) .Add(pool.CreateFightSystem()); // Destroy }
Systems createSystems(Pool pool) { #if (UNITY_EDITOR) return new DebugSystems() #else return new Systems() #endif .Add(pool.CreateCreatePlayerSystem()) .Add(pool.CreateCreateOpponentsSystem()) .Add(pool.CreateCreateFinishLineSystem()) .Add(pool.CreateRemoveViewSystem()) .Add(pool.CreateAddViewSystem()) .Add(pool.CreateInputSystem()) .Add(pool.CreateAccelerateSystem()) .Add(pool.CreateMoveSystem()) .Add(pool.CreateReachedFinishSystem()) .Add(pool.CreateRenderPositionSystem()) .Add(pool.CreateDestroySystem()); }
Systems createSystems(Pool pool) { #if (UNITY_EDITOR) return new DebugSystems() .Add(pool.CreateTestSystem()) #else return new Systems() #endif // Settings stuff .Add(pool.CreateDifficultyControllerSystem()) // Initialize .Add(pool.CreateCreateDifficultySystem()) .Add(pool.CreateCreateSettingsSystem()) .Add(pool.CreateCreatePlayerSystem()) .Add(pool.CreateCreateEnemySystem()) .Add(pool.CreateWeaponSystem()) .Add(pool.CreateCreateStaticElementsSystem()) .Add(pool.CreateCreateCameraSystem()) .Add(pool.CreateCreateLevelSystem()) // Spawners .Add(pool.CreateSpawnMissileSystem()) .Add(pool.CreateMultipleMissileSpawnerSystem()) .Add(pool.CreateCircleMissileSpawnerSystem()) .Add(pool.CreateCircleMissileRotatedSpawnerSystem()) .Add(pool.CreateHomeMissileSpawnerSystem()) .Add(pool.CreateFindTargetSystem()) .Add(pool.CreateHomeMissileSystem()) .Add(pool.CreateEnemySpawnerSystem()) .Add(pool.CreateTimeSystem()) // AddGO .Add(pool.CreateAddGameObjectSystem()) // Input .Add(pool.CreateCreateMouseInputSystem()) .Add(pool.CreateProcessInputSystem()) // Input player .Add(pool.CreatePlayerInputSystem()) // magnet .Add(pool.CreateMagnetSystem()) // AI .Add(pool.CreateFirstBossSystem()) // Physics .Add(pool.CreateAccelerationSystem()) .Add(pool.CreateVelocitySystem()) .Add(pool.CreateCollisionSystem()) .Add(pool.CreatePositionSystem()) // laser .Add(pool.CreateLaserSpawnerSystem()) .Add(pool.CreateLaserSystem()) .Add(pool.CreateRemoveOutOfViewGOSystem()) // Physics not so much .Add(pool.CreateSnapPositionSystem()) .Add(pool.CreateFaceDirectionSystem()) // Object .Add(pool.CreateHealthSystem()) .Add(pool.CreateDeadPlayerSystem()) .Add(pool.CreateAlphaSystem()) // OnDeath Actions .Add(pool.CreateBonusOnDeathSystem()) .Add(pool.CreateCameraShakeOnDeathSystem()) .Add(pool.CreateParticlesOnDeathSystem()) .Add(pool.CreateSoundOnDeathSystem()) // Particle .Add(pool.CreateParticleSpawnSystem()) // bonus .Add(pool.CreateActivateBonusSystem()) .Add(pool.CreateSpeedBonusSystem()) .Add(pool.CreateRelativePositionSystem()) // PositionGO .Add(pool.CreatePositionGameObjectSystem()) // RemoveGO .Add(pool.CreateRemoveGameObjectSystem()) // Camera .Add(pool.CreateRegularCameraSystem()) .Add(pool.CreateSmoothCameraSystem()) .Add(pool.CreateCameraShakeSystem()) // Stats .Add(pool.CreateGameStatsSystem()) // Sound .Add(pool.CreateSoundSystem()) // Destroy .Add(pool.CreateDestroyEntityDelayedSystem()) .Add(pool.CreateDestroyEntitySystem()) .Add(pool.CreateRestartGameSystem()) .Add(pool.CreatePauseGameSystem()) .Add(pool.CreateSlowGameSystem()); }