Ejemplo n.º 1
0
        public void Awake()
        {
            entitySystem = new EntityStateSystem();

            Console.RegisterCommand("showEntity", "showEntity 1337", "returns all states for an entity",
                                    command =>
            {
                var args  = Console.SplitParameters(command);
                var debug = entitySystem.DebugEntity(Convert.ToInt32(args[1]));
                Console.WriteLine(debug);
            }
                                    );

            //TODO: this should be via the entity System. Fix this before save load.
            StaticStates.Add(new WorldEntityState(entitySystem.BuildEntity(new List <IState>())));
            StaticStates.Add(new ActiveEntityState(entitySystem.BuildEntity(new List <IState>())));
            StaticStates.Add(new GameModeState(GameMode.Design));
            StaticStates.Add(new EntityLibraryState(InitialBuildableEntities.BuildableEntityLibrary));
            StaticStates.Add(new SelectedState());

            entitySystem.AddSystem(new WorldInitSystem());
            entitySystem.AddSystem(new GlobalControlsSystem());
            entitySystem.AddSystem(new PlayerEntityModificationSystem());
            entitySystem.AddSystem(new EngineSystem());
            entitySystem.AddSystem(new SubstanceNetworkSystem());
            entitySystem.AddSystem(new EntityLibrarySystem());
            entitySystem.AddSystem(new SaveLoadSystem());
            entitySystem.AddSystem(new CrewMovementSystem());
            entitySystem.AddSystem(new CrewHealthSystem());
            entitySystem.AddSystem(new SeaSystem());

            entitySystem.Init();
            StartCoroutine(Ticker());
        }
Ejemplo n.º 2
0
        public void StartGame()
        {
            GameSettings.IsDebugOn          = Debug.isDebugBuild && IsDebugOn;
            GameSettings.SkipFirstDayFadein = SkipFirstDayFadein;
            GameSettings.DisableTutorial    = DisableTutorial;

            entitySystem = new EntityStateSystem();

            //StaticStates
            StaticStates.Add(new DayPhaseState(DayPhase.Morning));
            StaticStates.Add(new TimeState(Constants.GameStartTime));
            StaticStates.Add(new CursorState(null, new SerializableVector3()));
            StaticStates.Add(new MoneyState(Constants.StartingMoney));
            StaticStates.Add(new PlayerDecisionsState());
            StaticStates.Add(new OutcomeTrackerState());
            StaticStates.Add(new PaymentTrackerState());

            //Debug
            entitySystem.AddSystem(new DebugControlsSystem());
            entitySystem.AddSystem(new EntityTooltipSystem());

            //Init
            entitySystem.AddSystem(new WaypointSystem());
            entitySystem.AddSystem(new TransformSystem());
            entitySystem.AddSystem(new SpawningSystem());
            entitySystem.AddSystem(new InitVisualizersSystem());

            //Camera
            entitySystem.AddSystem(new CameraSystem());

            //Game
            entitySystem.AddSystem(new TimeSystem());

            entitySystem.AddSystem(new PausingSystem());
            entitySystem.AddSystem(new PathfindingSystem());
            entitySystem.AddSystem(new CharacterControllerSystem());
            entitySystem.AddSystem(new DrinkMakingSystem());
            entitySystem.AddSystem(new InputResponseSystem());
            entitySystem.AddSystem(new DialogueSystem());
            entitySystem.AddSystem(new HierarchyManipulationSystem()); //Must run before VisibleSlotSystem
            entitySystem.AddSystem(new VisibleSlotSystem());
            entitySystem.AddSystem(new ItemStackSystem());
            entitySystem.AddSystem(new BarQueueSystem());
            entitySystem.AddSystem(new BarEntitiesSystem());

            //NPC/AI
            entitySystem.AddSystem(new ActionManagerSystem());
            entitySystem.AddSystem(new DayDirectorSystem());

            //Input - Ordering of systems important here.
            entitySystem.AddSystem(new CursorSystem());
            entitySystem.AddSystem(new InteractionSystem());
            entitySystem.AddSystem(new EntitySelectorSystem());

            //GameStart
            entitySystem.AddSystem(new GameSetupSystem());

            entitySystem.Init();
            GameStarted = true;
        }