Ejemplo n.º 1
0
        public override void SetupEngines(EnginesRoot enginesRoot, IEntityFactory factory, IEntityFunctions functions)
        {
            movementPhaser = new MovementScheduler();

            lifterCollectionEngine = new LifterCollectionEngine();
            lifterMovementEngine   = new LifterMovementEngine(movementPhaser);
            movingPositionEngine   = new MovingPositionEngine(movementPhaser);

            enginesRoot.AddEngine(lifterCollectionEngine);
            enginesRoot.AddEngine(lifterMovementEngine);
            enginesRoot.AddEngine(movingPositionEngine);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Wire all the game logic and setup the engines
        /// </summary>
        private IEnumerator SetupEngines(EnginesRoot ecs)
        {
            IEntityFactory   entityFactory   = ecs.GenerateEntityFactory();
            IEntityFunctions entityFunctions = ecs.GenerateEntityFunctions();

            MovementScheduler movementPhaser = new MovementScheduler();
            Sequencer         landingEventResponseSequence = new Sequencer();

            var lifterCollection = new LifterCollectionEngine();
            var lifterMovement   = new LifterMovementEngine(movementPhaser);
            var movingPosition   = new MovingPositionEngine(movementPhaser);
            var lifterSnap       = new AnyLifterSnapEngine(movementPhaser, landingEventResponseSequence);

            ecs.AddEngine(lifterCollection);
            ecs.AddEngine(lifterMovement);
            ecs.AddEngine(movingPosition);

            // a sequence is just a set of "labels" each label can be triggered by the owning engine
            // and cause the listed engines to receive the messages.
            landingEventResponseSequence.SetSequence
            (
                new Steps
            {
                {               // LABEL
                    // owning engine
                    lifterSnap, // when lifterSnap calls "next" the message is delivered "To"...

                    //listed engines
                    new To
                    {
                        lifterCollection     //.. lifterCollection
                    }
                }
            }
            );

            while (true)
            {
                movementPhaser.ScheduleMovement();
                yield return(null);
            }
        }
 public override void SetupEngines(EnginesRoot enginesRoot, IEntityFactory factory, IEntityFunctions functions)
 {
     lifterCollectionEngine = new LifterCollectionEngine();
     enginesRoot.AddEngine(lifterCollectionEngine);
 }