Beispiel #1
0
        public void Setup()
        {
            _defaultWorld                      = new DefaultWorld(EntityCount);
            _defaultEntitySet                  = _defaultWorld.GetEntities().With <DefaultComponent>().AsSet();
            _defaultRunner                     = new DefaultParallelRunner(Environment.ProcessorCount);
            _defaultSystem                     = new DefaultEcsSystem(_defaultWorld);
            _defaultMultiSystem                = new DefaultEcsSystem(_defaultWorld, _defaultRunner);
            _defaultEntityComponentSystem      = new DefaultEcsEntityComponentSystem(_defaultWorld);
            _defaultMultiEntityComponentSystem = new DefaultEcsEntityComponentSystem(_defaultWorld, _defaultRunner);
            _defaultComponentSystem            = new DefaultEcsComponentSystem(_defaultWorld);
            _defaultComponentMultiSystem       = new DefaultEcsComponentSystem(_defaultWorld, _defaultRunner);

            _entitasWorld       = new Context <EntitasEntity>(1, () => new EntitasEntity());
            _entitasSystem      = new EntitasSystem(_entitasWorld);
            _entitasMultiSystem = new EntitasSystem(_entitasWorld, Environment.ProcessorCount);

            _monoWorld = new WorldBuilder().AddSystem(new MonoSystem()).Build();
            _time      = new GameTime();

            for (int i = 0; i < EntityCount; ++i)
            {
                DefaultEntity defaultEntity = _defaultWorld.CreateEntity();
                defaultEntity.Set <DefaultComponent>();

                EntitasEntity entitasEntity = _entitasWorld.CreateEntity();
                entitasEntity.AddComponent(0, new EntitasComponent());

                MonoEntity monoEntity = _monoWorld.CreateEntity();
                monoEntity.Attach(new MonoComponent());
            }
        }
        public override void Update(GameTime gameTime)
        {
            if (ElapsedTime == FireSpawnInterval)
            {
                foreach (int entityID in ActiveEntities)
                {
                    MonoGame.Extended.Entities.Entity placeholder    = Game1._world.GetEntity(entityID);
                    ECSComponents.StatusComponent     capturedStatus = placeholder.Get <ECSComponents.StatusComponent>(); // get the status component of the entity
                    if (capturedStatus.Type == Game1.EntityType.Lightning)                                                // if the entity is a Lightining Disaster
                    {
                        // call SpawnFire Here
                        ECSComponents.PositionComponent capturedPosition = placeholder.Get <ECSComponents.PositionComponent>();
                        int spawnX = (int)capturedPosition.XCoor;
                        int spawnY = (int)capturedPosition.YCoor;
                        SpawnFire(spawnX, spawnY);
                    }

                    else if (capturedStatus.Type == Game1.EntityType.Fire)      // this is where Propagate will be called
                    {
                        Propagate(entityID);
                    }
                }

                ElapsedTime = 0;
                return;
            }

            else
            {
                ElapsedTime++;
                return;
            }
        }
        public void Setup()
        {
            _defaultWorld                      = new DefaultWorld(EntityCount);
            _defaultEntitySet                  = _defaultWorld.GetEntities().With <DefaultComponent>().AsSet();
            _defaultRunner                     = new DefaultParallelRunner(Environment.ProcessorCount);
            _defaultSystem                     = new DefaultEcsSystem(_defaultWorld);
            _defaultMultiSystem                = new DefaultEcsSystem(_defaultWorld, _defaultRunner);
            _defaultEntityComponentSystem      = new DefaultEcsEntityComponentSystem(_defaultWorld);
            _defaultMultiEntityComponentSystem = new DefaultEcsEntityComponentSystem(_defaultWorld, _defaultRunner);
            _defaultComponentSystem            = new DefaultEcsComponentSystem(_defaultWorld);
            _defaultComponentMultiSystem       = new DefaultEcsComponentSystem(_defaultWorld, _defaultRunner);
            _defaultGeneratorSystem            = new DefaultEcsGeneratorSystem(_defaultWorld);
            _defaultGeneratorMultiSystem       = new DefaultEcsGeneratorSystem(_defaultWorld, _defaultRunner);

            _entitasWorld       = new Context <EntitasEntity>(1, () => new EntitasEntity());
            _entitasSystem      = new EntitasSystem(_entitasWorld);
            _entitasMultiSystem = new EntitasSystem(_entitasWorld, Environment.ProcessorCount);

            _monoWorld = new WorldBuilder().AddSystem(new MonoSystem()).Build();
            _time      = new GameTime();

            _leoWorld   = new LeoWorld();
            _leoSystem  = new LeoSystem();
            _leoSystems = new LeoSystems(_leoWorld).Add(_leoSystem);
            _leoSystems.ProcessInjects().Init();

            SimpleEntitiesSubmissionScheduler sveltoScheduler = new SimpleEntitiesSubmissionScheduler();

            _sveltoWorld  = new EnginesRoot(sveltoScheduler);
            _sveltoSystem = new SveltoSystem();
            _sveltoWorld.AddEngine(_sveltoSystem);
            IEntityFactory sveltoFactory = _sveltoWorld.GenerateEntityFactory();

            for (int i = 0; i < EntityCount; ++i)
            {
                DefaultEntity defaultEntity = _defaultWorld.CreateEntity();
                defaultEntity.Set <DefaultComponent>();

                EntitasEntity entitasEntity = _entitasWorld.CreateEntity();
                entitasEntity.AddComponent(0, new EntitasComponent());

                MonoEntity monoEntity = _monoWorld.CreateEntity();
                monoEntity.Attach(new MonoComponent());

                LeoEntity leoEntity = _leoWorld.NewEntity();
                leoEntity.Get <LeoComponent>();

                sveltoFactory.BuildEntity <SveltoEntity>((uint)i, _sveltoGroup);
            }

            sveltoScheduler.SubmitEntities();
        }