Ejemplo n.º 1
0
        private void Start()
        {
            module = FrameworkModule.CreatInstance <ECSModule>("", "");
            module.SubscribeSystem(new PlayerSystem(module));
            module.SubscribeSystem(new PCSystem(module));

            var player = module.CreateEntity <SimpleEntity>();

            player.AddComponent <PlayerComponent>();
            var playerRO = player.AddComponent <RotaComponet>();

            playerRO.go      = UnityEngine.GameObject.CreatePrimitive(UnityEngine.PrimitiveType.Cube);
            playerRO.go.name = "Player";
            playerRO.go.transform.position = new UnityEngine.Vector3(0, -2, 0);

            var pc = module.CreateEntity <SimpleEntity>();

            pc.AddComponent <SpeedComponent>();
            pc.AddComponent <PCComponent>();
            var pcRO = pc.AddComponent <RotaComponet>();

            pcRO.go      = UnityEngine.GameObject.CreatePrimitive(UnityEngine.PrimitiveType.Cube);
            pcRO.go.name = "Pc";
            pcRO.go.transform.position = new UnityEngine.Vector3(0, 2, 0);
        }
Ejemplo n.º 2
0
 private void Start()
 {
     mo = FrameworkModule.CreatInstance <CoroutineModule>("", "");
     this.Sequence(EnvironmentType.Ev0)
     .Repeat((r) => {
         r.Sequence((s) =>
         {
             s.TimeSpan(new TimeSpan(0, 0, 5))
             .Event(() => { Log.L("GG"); })
             .OnCompelete(() => { Log.L("comp"); })
             .OnBegin(() => { Log.L("begin"); });
         })
         ;
     }, 2)
     .TimeSpan(new TimeSpan(0, 0, 5))
     .OnCompelete((ss) => { /*ss.Reset();*/ })
     .OnRecyle(() => { Log.L(""); })
     .Run(mo);
 }
Ejemplo n.º 3
0
        private void Start()

        {
            fsm = FrameworkModule.CreatInstance <FsmModule>("", "");
            State1 s1 = new State1();
            State2 s2 = new State2();

            fsm.SubscribeState(s1);
            fsm.enterState = s1;
            fsm.SubscribeState(s2);
            // fsm.exitState = s2;
            var val = fsm.CreateConditionValue <bool>("bool", true);

            var t1 = fsm.CreateTransition(s1, s2);
            var t2 = fsm.CreateTransition(s2, s1);

            t1.BindCondition(fsm.CreateCondition <bool>("bool", false, CompareType.Equals));
            t2.BindCondition(fsm.CreateCondition <bool>(val, true, CompareType.Equals));

            fsm.Start();
        }