Ejemplo n.º 1
0
        protected override Systems CreateUpdateSystems(IContext context)
        {
            GameContext     gameContext     = (GameContext)context;
            SaveDataContext saveDataContext = Contexts.sharedInstance.saveData;

            return(new Systems()
                   .Add(new InitializeMainMenuSceneSystem())
                   .Add(new InstantiateMainMenuSystem(gameContext))
                   .Add(new InitializeMainMenuLevelSystem())
                   //.Add(new InitializeLevelSystem())
                   .Add(new InitializePlayerSystem())
                   .Add(new SpawnPlayerSystem(gameContext))
                   .Add(new SetCameraConfinerSystem(gameContext))
                   .Add(new SetCameraFollowPlayerSystem(gameContext))
                   .Add(new CreateFlickLineSystem(gameContext))
                   .Add(new DrawFlickLineSystem(gameContext))
                   .Add(new CalculateCurrentPowerSystem(gameContext))
                   .Add(new CalculateFlickAngleSystem(gameContext))
                   .Add(new DestroyFlickLineSystem(gameContext))
                   .Add(new TeardownPlayerSystem())
                   .Add(new LoadLevelSystem(gameContext))
                   .Add(new TeardownPlayerSpawnSystem())
                   .Add(new PauseSystem(gameContext))
                   .Add(new UnpauseSystem(gameContext))
                   .Add(new HandleTrailRendererEmissionSystem(gameContext))
                   .Add(new TeardownObstaclesSystem(gameContext))
                   .Add(new TeardownBumpersSystem())
                   .Add(new TeardownImpactStarsSystem())
                   .Add(new TeardownFlickLineSystem())
                   .Add(new TeardownLevelSystem()));
        }
Ejemplo n.º 2
0
    public Contexts()
    {
        game         = new GameContext();
        gameSettings = new GameSettingsContext();
        input        = new InputContext();
        saveData     = new SaveDataContext();

        var postConstructors = System.Linq.Enumerable.Where(
            GetType().GetMethods(),
            method => System.Attribute.IsDefined(method, typeof(Entitas.CodeGeneration.Attributes.PostConstructorAttribute))
            );

        foreach (var postConstructor in postConstructors)
        {
            postConstructor.Invoke(this, null);
        }
    }
Ejemplo n.º 3
0
        protected override Systems CreateUpdateSystems(IContext context)
        {
            GameContext     gameContext     = (GameContext)context;
            SaveDataContext saveDataContext = Contexts.sharedInstance.saveData;

            return(new Systems()
                   .Add(new InitCurrentSceneSystem())
                   .Add(new TeardownControllerSystem(gameContext))
                   .Add(new LoadNewSceneSystem(gameContext))
                   .Add(new UnloadSceneSystem(gameContext))
                   .Add(new RestartControllerSystem(gameContext))
                   .Add(new SetCameraConfinerSystem(gameContext))
                   .Add(new SetCameraSizeSystem(gameContext))
                   .Add(new StartLevelTransitionSystem(gameContext))
                   .Add(new EndLevelTransitionSystem(gameContext))
                   .Add(new ProcessSceneToAddTransitionSystem(gameContext))
                   .Add(new ProcessSceneToRemoveTransitionSystem(gameContext))
                   .Add(new ProcessControllerToRestartTransitionSystem(gameContext))
                   .Add(new ProcessControllerToTeardownTransitionSystem(gameContext))
                   .Add(new ProcessLevelIndexToLoadTransitionSystem(gameContext))
                   .Add(new CheckIfTransitionIsFinishedSystem(gameContext))
                   .Add(new GarbageCollectionSystem(gameContext))
                   .Add(new LoadGameSystem(saveDataContext)));
        }
Ejemplo n.º 4
0
        protected override Systems CreateUpdateSystems(IContext context)
        {
            GameContext     gameContext     = (GameContext)context;
            InputContext    inputContext    = Contexts.sharedInstance.input;
            SaveDataContext saveDataContext = Contexts.sharedInstance.saveData;

            return(new Systems()
                   .Add(new InitializePauseSystem())
                   .Add(new InitializeLevelSystem())
                   .Add(new InitializePlayerSystem())
                   .Add(new InitializeGameStateSystem())
                   .Add(new InitializeGameTimeSystem())
                   .Add(new InitializeLevelTimerSystem())
                   .Add(new CheckGameStateSystem(gameContext, inputContext.playerInput.Value))
                   .Add(new SwitchToPlayerInputMap(gameContext))
                   .Add(new SwitchToUiInputMapSystem(gameContext))
                   .Add(new SwitchToEnvironmentInputMapSystem(gameContext))
                   .Add(new SwitchToNothingInputMapSystem(gameContext))
                   .Add(new SpawnPlayerSystem(gameContext))
                   .Add(new SpawnCollectableSystem(gameContext))
                   .Add(new SetCameraFollowPlayerSystem(gameContext))
                   .Add(new CreateFlickLineSystem(gameContext))
                   .Add(new DrawFlickLineSystem(gameContext))
                   .Add(new CalculateCurrentPowerSystem(gameContext))
                   .Add(new CalculateFlickAngleSystem(gameContext))
                   .Add(new DestroyFlickLineSystem(gameContext))
                   .Add(new ShowFinishLevelDialogOnReachedGoalSystem(gameContext))
                   .Add(new TeardownPlayerSystem())
                   .Add(new LoadLevelSystem(gameContext))
                   .Add(new TeardownLevelSystem())
                   .Add(new TeardownPlayerSpawnSystem())
                   .Add(new InitializeFlipperSystem(gameContext))
                   .Add(new TeardownFlipperSystem())
                   .Add(new InteractWithFlipperSystem(inputContext))
                   .Add(new StopInteractingWithFlipperSystem(inputContext))
                   .Add(new PauseSystem(gameContext))
                   .Add(new UnpauseSystem(gameContext))
                   .Add(new FastForwardActivatedSystem(gameContext))
                   .Add(new FastForwardDeactivatedSystem(gameContext))
                   .Add(new CheckpointWallTriggeredSystem(gameContext))
                   .Add(new CollectableCollectedSystem(gameContext))
                   .Add(new HandleTrailRendererEmissionSystem(gameContext))
                   .Add(new PlaySoundSystem(gameContext))
                   .Add(new PlayFlipperTutorialAnimationSystem(gameContext))
                   .Add(new PlaySpaceBarAnimationSystem(gameContext))
                   .Add(new DissolvePlayerAndTrailSystem(gameContext))
                   .Add(new ReverseDissolvePlayerAndTrailSystem(gameContext))
                   .Add(new StopGameTimeSystem(gameContext))
                   .Add(new ResumeTimeSystem(gameContext))
                   .Add(new MeasureGameTimeSystem())
                   .Add(new SaveCollectedCollectableSystem(gameContext))
                   .Add(new SaveGameSystem(saveDataContext))
                   .Add(new SaveBeatenLevelSystem(gameContext))
                   .Add(new SaveLevelTimeSystem(gameContext))
                   .Add(new CheckIfAllCollectedSystem(gameContext))
                   .Add(new UpdateLevelTimerSystem(gameContext))
                   .Add(new TeardownObstaclesSystem(gameContext))
                   .Add(new TeardownPauseSystem())
                   .Add(new TeardownBumpersSystem())
                   .Add(new TeardownCollectablesSystem())
                   .Add(new TeardownCollectableSpawnSystem())
                   .Add(new TeardownCheckpointWallsSystem())
                   .Add(new TeardownGoalSystem())
                   .Add(new TeardownImpactStarsSystem())
                   .Add(new TeardownFlipperAnimationSystem())
                   .Add(new TeardownSpaceBarAnimationSystem())
                   .Add(new TeardownFlickLineSystem())
                   .Add(new TeardownLastTriggeredCheckpointSystem())
                   .Add(new TeardownGameTimeSystem())
                   .Add(new TeardownLevelTimerSystem())
                   .Add(new TeardownAllCollectedSystem()));
        }