// Update is called once per frame
    void Update()
    {
        if (_contexts.game.GetGroup(GameMatcher.Restart).GetEntities().Length != 0)
        {
            foreach (var ent in _contexts.game.GetEntities())
            {
                ent.isDestroy = true;
            }
            _systems.Execute();
            _systems.DeactivateReactiveSystems();
            _systems.TearDown();
            _systems.ClearReactiveSystems();
            _contexts.Reset();
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
        }

        if (_contexts.game.GetGroup(GameMatcher.SetMainMenu).GetEntities().Length != 0)
        {
            foreach (var ent in _contexts.game.GetEntities())
            {
                ent.isDestroy = true;
            }
            _systems.Execute();
            _systems.DeactivateReactiveSystems();
            _systems.TearDown();
            _systems.ClearReactiveSystems();
            _contexts.Reset();
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1);
        }

        _systems.Execute();
    }
Ejemplo n.º 2
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 private void OnDestroy()
 {
     systems.ClearReactiveSystems();
     //systems.TearDown();
     systems.DeactivateReactiveSystems();
     contexts.Reset();
 }
 void StopAllSystems()
 {
     _systems.TearDown();
     _systems.DeactivateReactiveSystems();
     _systems.ClearReactiveSystems();
     _systems = new Feature();
 }
Ejemplo n.º 4
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 void OnDestroy()
 {
     _systems.TearDown();
     _systems.DeactivateReactiveSystems();
     _systems.ClearReactiveSystems();
     _contexts.Reset();
 }
 void OnDestroy()
 {
     this._systems.TearDown();
     //Contexts.sharedInstance.input.CreateEntity().isEndGame = true;
     _systems.ClearReactiveSystems();
     Contexts.sharedInstance.game.DestroyAllEntities();
     Contexts.sharedInstance.input.DestroyAllEntities();
 }
Ejemplo n.º 6
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 public void Destroy()
 {
     Dbg.Log("End game");
     _systems.Cleanup();
     _systems.ClearReactiveSystems();
     _systems.DeactivateReactiveSystems();
     _systems.TearDown();
 }
Ejemplo n.º 7
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 private void OnDestroy()
 {
     if (systems != null)
     {
         systems.DeactivateReactiveSystems();
         systems.TearDown();
         systems.ClearReactiveSystems();
     }
 }
Ejemplo n.º 8
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 private void OnDestroy()
 {
     if (systems != null)
     {
         systems.DeactivateReactiveSystems();
         systems.TearDown();
         wppContext.DestroyAllEntities();
         systems.ClearReactiveSystems();
     }
 }
Ejemplo n.º 9
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    private void OnDestroy()
    {
        updateSystems.ClearReactiveSystems();
        updateSystems.DeactivateReactiveSystems();
        updateSystems.Cleanup();
        updateSystems.TearDown();

        fixedUpdateSystems.ClearReactiveSystems();
        fixedUpdateSystems.DeactivateReactiveSystems();
        fixedUpdateSystems.Cleanup();
        fixedUpdateSystems.TearDown();

        lateUpdateSystems.ClearReactiveSystems();
        lateUpdateSystems.DeactivateReactiveSystems();
        lateUpdateSystems.Cleanup();
        lateUpdateSystems.TearDown();

        controllerEntity.Destroy();
    }
Ejemplo n.º 10
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        public void RestartController()
        {
            updateSystems.ClearReactiveSystems();
            updateSystems.ActivateReactiveSystems();
            updateSystems.Cleanup();
            updateSystems.TearDown();

            fixedUpdateSystems.ClearReactiveSystems();
            fixedUpdateSystems.ActivateReactiveSystems();
            fixedUpdateSystems.Cleanup();
            fixedUpdateSystems.TearDown();

            lateUpdateSystems.ClearReactiveSystems();
            lateUpdateSystems.ActivateReactiveSystems();
            lateUpdateSystems.Cleanup();
            lateUpdateSystems.TearDown();

            updateSystems.Initialize();
            fixedUpdateSystems.Initialize();
            lateUpdateSystems.Initialize();
        }
 protected override void Execute(List <GameEntity> entities)
 {
     foreach (var entity in entities)
     {
         entity.isDestroy = true;
         foreach (var ent in _contexts.game.GetEntities())
         {
             ent.isDestroy = true;
         }
         _systems.Execute();
         _systems.TearDown();
         _systems.DeactivateReactiveSystems();
         _systems.ClearReactiveSystems();
         _contexts.Reset();
         SceneManager.LoadScene(0);
     }
 }
Ejemplo n.º 12
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    void when_systems()
    {
        Pool pool = null;

        before = () => {
            pool = new Pool(10);
        };

        context["fixtures"] = () => {
            it["initializes InitializeSystemSpy"] = () => {
                var initializeSystem = new InitializeSystemSpy();
                initializeSystem.initialized.should_be_false();
                initializeSystem.Initialize();
                initializeSystem.initialized.should_be_true();
            };

            it["executes ExecuteSystemSpy"] = () => {
                var initializeSystem = new ExecuteSystemSpy();
                initializeSystem.executed.should_be_false();
                initializeSystem.Execute();
                initializeSystem.executed.should_be_true();
            };

            it["initializes and executes InitializeExecuteSystemSpy"] = () => {
                var initializeSystem = new InitializeExecuteSystemSpy();
                initializeSystem.initialized.should_be_false();
                initializeSystem.executed.should_be_false();
                initializeSystem.Initialize();
                initializeSystem.Execute();
                initializeSystem.initialized.should_be_true();
                initializeSystem.executed.should_be_true();
            };

            it["executes ReactiveSystemSpy"] = () => {
                var system = createReactiveSystem(pool);
                var spy    = (ReactiveSubSystemSpy)system.subsystem;
                spy.didExecute.should_be(0);
                spy.initialized.should_be_false();
                system.Execute();
                spy.didExecute.should_be(1);
                spy.initialized.should_be_false();
            };
        };

        context["systems"] = () => {
            Systems systems = null;
            before = () => {
                systems = new Systems();
            };

            it["returns systems when adding system"] = () => {
                systems.Add(new InitializeSystemSpy()).should_be_same(systems);
            };

            it["initializes IInitializeSystem"] = () => {
                var system = new InitializeSystemSpy();
                systems.Add(system);
                systems.Initialize();
                system.initialized.should_be_true();
            };

            it["executes IExecuteSystem"] = () => {
                var system = new ExecuteSystemSpy();
                systems.Add(system);
                systems.Execute();
                system.executed.should_be_true();
            };

            it["initializes and executes IInitializeSystem, IExecuteSystem"] = () => {
                var system = new InitializeExecuteSystemSpy();
                systems.Add(system);
                systems.Initialize();
                systems.Execute();
                system.initialized.should_be_true();
                system.executed.should_be_true();
            };

            it["initializes and executes ReactiveSystem"] = () => {
                var system = createReactiveSystem(pool);

                systems.Add(system);
                systems.Initialize();
                systems.Execute();
                systems.Execute();

                var spy = (ReactiveSubSystemSpy)system.subsystem;
                spy.didExecute.should_be(1);
                spy.initialized.should_be_true();
            };

            it["clears reactive systems"] = () => {
                var system = createReactiveSystem(pool);

                systems.Add(system);
                systems.Initialize();
                systems.ClearReactiveSystems();
                systems.Execute();

                var spy = (ReactiveSubSystemSpy)system.subsystem;
                spy.didExecute.should_be(0);
                spy.initialized.should_be_true();
            };

            it["clears reactive systems recursively"] = () => {
                var system = createReactiveSystem(pool);
                systems.Add(system);
                var parentSystems = new Systems();
                parentSystems.Add(systems);

                parentSystems.Initialize();
                parentSystems.ClearReactiveSystems();
                parentSystems.Execute();

                var spy = (ReactiveSubSystemSpy)system.subsystem;
                spy.didExecute.should_be(0);
                spy.initialized.should_be_true();
            };

            it["deactivates reactive systems"] = () => {
                var system = createReactiveSystem(pool);

                systems.Add(system);
                systems.Initialize();
                systems.DeactivateReactiveSystems();
                systems.Execute();

                var spy = (ReactiveSubSystemSpy)system.subsystem;
                spy.didExecute.should_be(0);
                spy.initialized.should_be_true();
            };

            it["deactivates reactive systems recursively"] = () => {
                var system = createReactiveSystem(pool);
                systems.Add(system);
                var parentSystems = new Systems();
                parentSystems.Add(systems);

                parentSystems.Initialize();
                parentSystems.DeactivateReactiveSystems();
                parentSystems.Execute();

                var spy = (ReactiveSubSystemSpy)system.subsystem;
                spy.didExecute.should_be(0);
                spy.initialized.should_be_true();
            };

            it["activates reactive systems"] = () => {
                var system = createReactiveSystem(pool);

                systems.Add(system);
                systems.Initialize();
                systems.DeactivateReactiveSystems();
                systems.ActivateReactiveSystems();
                systems.Execute();

                var spy = (ReactiveSubSystemSpy)system.subsystem;
                spy.didExecute.should_be(0);
                spy.initialized.should_be_true();

                pool.CreateEntity().AddComponentA();
                systems.Execute();
                spy.didExecute.should_be(1);
            };

            it["activates reactive systems recursively"] = () => {
                var system = createReactiveSystem(pool);
                systems.Add(system);
                var parentSystems = new Systems();
                parentSystems.Add(systems);

                parentSystems.Initialize();
                parentSystems.DeactivateReactiveSystems();
                parentSystems.ActivateReactiveSystems();
                parentSystems.Execute();

                var spy = (ReactiveSubSystemSpy)system.subsystem;
                spy.didExecute.should_be(0);
                spy.initialized.should_be_true();

                pool.CreateEntity().AddComponentA();
                systems.Execute();
                spy.didExecute.should_be(1);
            };
        };
    }
Ejemplo n.º 13
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    void when_systems()
    {
        MyTestContext ctx = null;

        before = () => {
            ctx = new MyTestContext();
        };

        context["fixtures"] = () => {
            it["initializes InitializeSystemSpy"] = () => {
                var system = new InitializeSystemSpy();
                system.didInitialize.should_be(0);
                system.Initialize();
                system.didInitialize.should_be(1);
            };

            it["executes ExecuteSystemSpy"] = () => {
                var system = new ExecuteSystemSpy();
                system.didExecute.should_be(0);
                system.Execute();
                system.didExecute.should_be(1);
            };

            it["cleans up CleanupSystemSpy"] = () => {
                var system = new CleanupSystemSpy();
                system.didCleanup.should_be(0);
                system.Cleanup();
                system.didCleanup.should_be(1);
            };

            it["tears down TearDownSystemSpy"] = () => {
                var system = new TearDownSystemSpy();
                system.didTearDown.should_be(0);
                system.TearDown();
                system.didTearDown.should_be(1);
            };

            it["initializes, executes, cleans up and tears down system"] = () => {
                var system = new ReactiveSystemSpy(ctx.CreateCollector(Matcher <TestEntity> .AllOf(CID.ComponentA)));
                ctx.CreateEntity().AddComponentA();

                system.didInitialize.should_be(0);
                system.Initialize();
                system.didInitialize.should_be(1);

                system.didExecute.should_be(0);
                system.Execute();
                system.didExecute.should_be(1);

                system.didCleanup.should_be(0);
                system.Cleanup();
                system.didCleanup.should_be(1);

                system.didTearDown.should_be(0);
                system.TearDown();
                system.didTearDown.should_be(1);
            };

            it["executes ReactiveSystemSpy"] = () => {
                var system = createReactiveSystem(ctx);

                system.Execute();

                system.entities.Length.should_be(1);
            };
        };

        context["systems"] = () => {
            Systems systems = null;

            before = () => {
                systems = new Systems();
            };

            it["returns systems when adding system"] = () => {
                systems.Add(new InitializeSystemSpy()).should_be_same(systems);
            };

            it["initializes IInitializeSystem"] = () => {
                var system = new InitializeSystemSpy();
                systems.Add(system);
                systems.Initialize();
                system.didInitialize.should_be(1);
            };

            it["executes IExecuteSystem"] = () => {
                var system = new ExecuteSystemSpy();
                systems.Add(system);
                systems.Execute();
                system.didExecute.should_be(1);
            };

            it["wraps IReactiveSystem in a ReactiveSystem"] = () => {
                var system = new ReactiveSystemSpy(ctx.CreateCollector(Matcher <TestEntity> .AllOf(CID.ComponentA)));
                systems.Add(system);
                ctx.CreateEntity().AddComponentA();
                systems.Execute();
                system.didExecute.should_be(1);
            };

            it["adds ReactiveSystem"] = () => {
                var system = new ReactiveSystemSpy(ctx.CreateCollector(Matcher <TestEntity> .AllOf(CID.ComponentA)));
                systems.Add(system);
                ctx.CreateEntity().AddComponentA();
                systems.Execute();
                system.didExecute.should_be(1);
            };

            it["cleans up ICleanupSystem"] = () => {
                var system = new CleanupSystemSpy();
                systems.Add(system);
                systems.Cleanup();
                system.didCleanup.should_be(1);
            };

            it["initializes, executes, cleans up and tears down InitializeExecuteCleanupTearDownSystemSpy"] = () => {
                var system = new ReactiveSystemSpy(ctx.CreateCollector(Matcher <TestEntity> .AllOf(CID.ComponentA)));
                ctx.CreateEntity().AddComponentA();

                systems.Add(system);

                system.didInitialize.should_be(0);
                systems.Initialize();
                system.didInitialize.should_be(1);

                system.didExecute.should_be(0);
                systems.Execute();
                system.didExecute.should_be(1);

                system.didCleanup.should_be(0);
                systems.Cleanup();
                system.didCleanup.should_be(1);

                system.didTearDown.should_be(0);
                systems.TearDown();
                system.didTearDown.should_be(1);
            };

            it["initializes, executes, cleans up and tears down ReactiveSystem"] = () => {
                var system = createReactiveSystem(ctx);

                systems.Add(system);

                system.didInitialize.should_be(0);
                systems.Initialize();
                system.didInitialize.should_be(1);

                system.didExecute.should_be(0);
                systems.Execute();
                systems.Execute();
                system.didExecute.should_be(1);

                system.didCleanup.should_be(0);
                systems.Cleanup();
                system.didCleanup.should_be(1);

                system.didTearDown.should_be(0);
                systems.TearDown();
                system.didTearDown.should_be(1);
            };


            it["initializes, executes, cleans up and tears down systems recursively"] = () => {
                var system = createReactiveSystem(ctx);

                systems.Add(system);

                var parentSystems = new Systems();
                parentSystems.Add(systems);

                system.didInitialize.should_be(0);
                parentSystems.Initialize();
                system.didInitialize.should_be(1);

                system.didExecute.should_be(0);
                parentSystems.Execute();
                parentSystems.Execute();
                system.didExecute.should_be(1);

                system.didCleanup.should_be(0);
                parentSystems.Cleanup();
                system.didCleanup.should_be(1);

                system.didTearDown.should_be(0);
                parentSystems.TearDown();
                system.didTearDown.should_be(1);
            };

            it["clears reactive systems"] = () => {
                var system = createReactiveSystem(ctx);

                systems.Add(system);

                systems.Initialize();
                system.didInitialize.should_be(1);

                systems.ClearReactiveSystems();
                systems.Execute();
                system.didExecute.should_be(0);
            };

            it["clears reactive systems recursively"] = () => {
                var system = createReactiveSystem(ctx);
                systems.Add(system);

                var parentSystems = new Systems();
                parentSystems.Add(systems);

                parentSystems.Initialize();
                system.didInitialize.should_be(1);

                parentSystems.ClearReactiveSystems();
                parentSystems.Execute();
                system.didExecute.should_be(0);
            };

            it["deactivates reactive systems"] = () => {
                var system = createReactiveSystem(ctx);

                systems.Add(system);

                systems.Initialize();
                system.didInitialize.should_be(1);

                systems.DeactivateReactiveSystems();
                systems.Execute();
                system.didExecute.should_be(0);
            };

            it["deactivates reactive systems recursively"] = () => {
                var system = createReactiveSystem(ctx);
                systems.Add(system);

                var parentSystems = new Systems();
                parentSystems.Add(systems);

                parentSystems.Initialize();
                system.didInitialize.should_be(1);

                parentSystems.DeactivateReactiveSystems();
                parentSystems.Execute();
                system.didExecute.should_be(0);
            };

            it["activates reactive systems"] = () => {
                var system = createReactiveSystem(ctx);

                systems.Add(system);

                systems.Initialize();
                system.didInitialize.should_be(1);

                systems.DeactivateReactiveSystems();
                systems.ActivateReactiveSystems();
                systems.Execute();
                system.didExecute.should_be(0);

                ctx.CreateEntity().AddComponentA();
                systems.Execute();

                system.didExecute.should_be(1);
            };

            it["activates reactive systems recursively"] = () => {
                var system = createReactiveSystem(ctx);
                systems.Add(system);

                var parentSystems = new Systems();
                parentSystems.Add(systems);

                parentSystems.Initialize();
                system.didInitialize.should_be(1);

                parentSystems.DeactivateReactiveSystems();
                parentSystems.ActivateReactiveSystems();
                parentSystems.Execute();
                system.didExecute.should_be(0);

                ctx.CreateEntity().AddComponentA();
                systems.Execute();

                system.didExecute.should_be(1);
            };
        };
    }
Ejemplo n.º 14
0
    void when_systems()
    {
        Pool pool = null;

        before = () => {
            pool = new Pool(10);
        };

        context["fixtures"] = () => {
            it["initializes InitializeSystemSpy"] = () => {
                var system = new InitializeSystemSpy();
                system.didInitialize.should_be(0);
                system.Initialize();
                system.didInitialize.should_be(1);
            };

            it["executes ExecuteSystemSpy"] = () => {
                var system = new ExecuteSystemSpy();
                system.didExecute.should_be(0);
                system.Execute();
                system.didExecute.should_be(1);
            };

            it["cleans up CleanupSystemSpy"] = () => {
                var system = new CleanupSystemSpy();
                system.didCleanup.should_be(0);
                system.Cleanup();
                system.didCleanup.should_be(1);
            };

            it["tears down TearDownSystemSpy"] = () => {
                var system = new TearDownSystemSpy();
                system.didTearDown.should_be(0);
                system.TearDown();
                system.didTearDown.should_be(1);
            };

            it["initializes, executes, cleans up and tears down InitializeExecuteCleanupTearDownSystemSpy"] = () => {
                var system = new InitializeExecuteCleanupTearDownSystemSpy();

                system.didInitialize.should_be(0);
                system.Initialize();
                system.didInitialize.should_be(1);

                system.didExecute.should_be(0);
                system.Execute();
                system.didExecute.should_be(1);

                system.didCleanup.should_be(0);
                system.Cleanup();
                system.didCleanup.should_be(1);

                system.didTearDown.should_be(0);
                system.TearDown();
                system.didTearDown.should_be(1);
            };

            it["executes ReactiveSystemSpy"] = () => {
                var system = createReactiveSystem(pool);
                var spy    = (ReactiveSubSystemSpy)system.subsystem;

                system.Execute();

                spy.entities.Length.should_be(1);
            };
        };

        context["systems"] = () => {
            Systems systems = null;

            before = () => {
                systems = new Systems();
            };

            it["returns systems when adding system"] = () => {
                systems.Add(new InitializeSystemSpy()).should_be_same(systems);
            };

            it["initializes IInitializeSystem"] = () => {
                var system = new InitializeSystemSpy();
                systems.Add(system);
                systems.Initialize();
                system.didInitialize.should_be(1);
            };

            it["executes IExecuteSystem"] = () => {
                var system = new ExecuteSystemSpy();
                systems.Add(system);
                systems.Execute();
                system.didExecute.should_be(1);
            };

            it["cleans up ICleanupSystem"] = () => {
                var system = new CleanupSystemSpy();
                systems.Add(system);
                systems.Cleanup();
                system.didCleanup.should_be(1);
            };

            it["initializes, executes, cleans up and tears down InitializeExecuteCleanupTearDownSystemSpy"] = () => {
                var system = new InitializeExecuteCleanupTearDownSystemSpy();
                systems.Add(system);

                system.didInitialize.should_be(0);
                systems.Initialize();
                system.didInitialize.should_be(1);

                system.didExecute.should_be(0);
                systems.Execute();
                system.didExecute.should_be(1);

                system.didCleanup.should_be(0);
                systems.Cleanup();
                system.didCleanup.should_be(1);

                system.didTearDown.should_be(0);
                systems.TearDown();
                system.didTearDown.should_be(1);
            };

            it["initializes, executes, cleans up and tears down ReactiveSystem"] = () => {
                var system = createReactiveSystem(pool);
                var spy    = (ReactiveSubSystemSpy)system.subsystem;

                systems.Add(system);

                spy.didInitialize.should_be(0);
                systems.Initialize();
                spy.didInitialize.should_be(1);

                spy.didExecute.should_be(0);
                systems.Execute();
                systems.Execute();
                spy.didExecute.should_be(1);

                spy.didCleanup.should_be(0);
                systems.Cleanup();
                spy.didCleanup.should_be(1);

                spy.didTearDown.should_be(0);
                systems.TearDown();
                spy.didTearDown.should_be(1);
            };


            it["initializes, executes, cleans up and tears down systems recursively"] = () => {
                var system = createReactiveSystem(pool);
                var spy    = (ReactiveSubSystemSpy)system.subsystem;

                systems.Add(system);

                var parentSystems = new Systems();
                parentSystems.Add(systems);

                spy.didInitialize.should_be(0);
                parentSystems.Initialize();
                spy.didInitialize.should_be(1);

                spy.didExecute.should_be(0);
                parentSystems.Execute();
                parentSystems.Execute();
                spy.didExecute.should_be(1);

                spy.didCleanup.should_be(0);
                parentSystems.Cleanup();
                spy.didCleanup.should_be(1);

                spy.didTearDown.should_be(0);
                parentSystems.TearDown();
                spy.didTearDown.should_be(1);
            };

            it["clears reactive systems"] = () => {
                var system = createReactiveSystem(pool);
                var spy    = (ReactiveSubSystemSpy)system.subsystem;

                systems.Add(system);

                systems.Initialize();
                spy.didInitialize.should_be(1);

                systems.ClearReactiveSystems();
                systems.Execute();
                spy.didExecute.should_be(0);
            };

            it["clears reactive systems recursively"] = () => {
                var system = createReactiveSystem(pool);
                var spy    = (ReactiveSubSystemSpy)system.subsystem;
                systems.Add(system);

                var parentSystems = new Systems();
                parentSystems.Add(systems);

                parentSystems.Initialize();
                spy.didInitialize.should_be(1);

                parentSystems.ClearReactiveSystems();
                parentSystems.Execute();
                spy.didExecute.should_be(0);
            };

            it["deactivates reactive systems"] = () => {
                var system = createReactiveSystem(pool);
                var spy    = (ReactiveSubSystemSpy)system.subsystem;

                systems.Add(system);

                systems.Initialize();
                spy.didInitialize.should_be(1);

                systems.DeactivateReactiveSystems();
                systems.Execute();
                spy.didExecute.should_be(0);
            };

            it["deactivates reactive systems recursively"] = () => {
                var system = createReactiveSystem(pool);
                var spy    = (ReactiveSubSystemSpy)system.subsystem;
                systems.Add(system);

                var parentSystems = new Systems();
                parentSystems.Add(systems);

                parentSystems.Initialize();
                spy.didInitialize.should_be(1);

                parentSystems.DeactivateReactiveSystems();
                parentSystems.Execute();
                spy.didExecute.should_be(0);
            };

            it["activates reactive systems"] = () => {
                var system = createReactiveSystem(pool);
                var spy    = (ReactiveSubSystemSpy)system.subsystem;

                systems.Add(system);

                systems.Initialize();
                spy.didInitialize.should_be(1);

                systems.DeactivateReactiveSystems();
                systems.ActivateReactiveSystems();
                systems.Execute();
                spy.didExecute.should_be(0);

                pool.CreateEntity().AddComponentA();
                systems.Execute();

                spy.didExecute.should_be(1);
            };

            it["activates reactive systems recursively"] = () => {
                var system = createReactiveSystem(pool);
                var spy    = (ReactiveSubSystemSpy)system.subsystem;
                systems.Add(system);

                var parentSystems = new Systems();
                parentSystems.Add(systems);

                parentSystems.Initialize();
                spy.didInitialize.should_be(1);

                parentSystems.DeactivateReactiveSystems();
                parentSystems.ActivateReactiveSystems();
                parentSystems.Execute();
                spy.didExecute.should_be(0);

                pool.CreateEntity().AddComponentA();
                systems.Execute();

                spy.didExecute.should_be(1);
            };
        };
    }
Ejemplo n.º 15
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 private void StopSystems()
 {
     systems.DeactivateReactiveSystems();
     systems.TearDown();
     systems.ClearReactiveSystems();
 }
Ejemplo n.º 16
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 void OnDestroy()
 {
     systems.DeactivateReactiveSystems();
     systems.TearDown();
     systems.ClearReactiveSystems();
 }
Ejemplo n.º 17
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 public override void Execute()
 {
     base.Execute();
     // So that any changes UpdateGameObjectDrivenEntitiesSystem just made aren't recorded.
     updateGameObjectsSystems.ClearReactiveSystems();
 }
Ejemplo n.º 18
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 public void OnDestroy()
 {
     _systems.ClearReactiveSystems();
     _uiPool.Reset();
     SceneSetup.OnSceneChanging -= OnSceneChanging;
 }