protected ManualBatchedSystem(IComponentDatabase componentDatabase, IComponentTypeLookup componentTypeLookup, IThreadHandler threadHandler, IObservableGroupManager observableGroupManager) { ComponentDatabase = componentDatabase; ComponentTypeLookup = componentTypeLookup; ThreadHandler = threadHandler; ObservableGroupManager = observableGroupManager; }
public ReactToDataSystemHandler(IObservableGroupManager observableGroupManager) { ObservableGroupManager = observableGroupManager; _systemSubscriptions = new Dictionary <ISystem, IDisposable>(); _entitySubscriptions = new Dictionary <ISystem, IDictionary <int, IDisposable> >(); _processEntityMethod = GetType().GetMethod("ProcessEntity"); }
public BasicEntitySystemHandler(IObservableGroupManager observableGroupManager, IThreadHandler threadHandler, IUpdateScheduler updateScheduler) { _observableGroupManager = observableGroupManager; _threadHandler = threadHandler; UpdateScheduler = updateScheduler; _systemSubscriptions = new Dictionary <ISystem, IDisposable>(); }
public BatchManager(IComponentDatabase componentDatabase, IComponentTypeLookup componentTypeLookup, IBatchBuilderFactory batchBuilderFactory, IReferenceBatchBuilderFactory referenceBatchBuilderFactory, IObservableGroupManager observableGroupManager) { ComponentDatabase = componentDatabase; ComponentTypeLookup = componentTypeLookup; BatchBuilderFactory = batchBuilderFactory; ObservableGroupManager = observableGroupManager; ReferenceBatchBuilderFactory = referenceBatchBuilderFactory; }
public SpriteBatchSystemHandler(IObservableGroupManager observableGroupManager, IEcsRxGraphicsDevice graphicsDevice, IRenderTarget2dRegistry renderTarget2dRegistry, IGameScheduler scheduler) { ObservableGroupManager = observableGroupManager; _systemSubscriptions = new Dictionary <ISystem, IDisposable>(); _graphicsDevice = graphicsDevice; _gameScheduler = scheduler; _renderTarget2dRegistry = renderTarget2dRegistry; }
private SystemExecutor CreateExecutor(IObservableGroupManager observableGroupManager) { var threadHandler = new DefaultThreadHandler(); var reactsToEntityHandler = new ReactToEntitySystemHandler(observableGroupManager); var reactsToGroupHandler = new ReactToGroupSystemHandler(observableGroupManager, threadHandler); var reactsToDataHandler = new ReactToDataSystemHandler(observableGroupManager); var manualSystemHandler = new ManualSystemHandler(observableGroupManager); var setupHandler = new SetupSystemHandler(observableGroupManager); var teardownHandler = new TeardownSystemHandler(observableGroupManager); var conventionalSystems = new List <IConventionalSystemHandler> { setupHandler, reactsToEntityHandler, reactsToGroupHandler, reactsToDataHandler, manualSystemHandler, teardownHandler }; return(new SystemExecutor(conventionalSystems)); }
public TeardownSystemHandler(IObservableGroupManager observableGroupManager) { ObservableGroupManager = observableGroupManager; SystemSubscriptions = new Dictionary <ISystem, IDisposable>(); }
public GroupBindingSystemHandler(IObservableGroupManager observableGroupManager) { ObservableGroupManager = observableGroupManager; }
public IObservableGroup GetPlayerGroup(IObservableGroupManager observableGroupManager) { return(observableGroupManager.GetObservableGroup(new Group(typeof(PlayerStateComponent)))); }
public TriggerPipelineSystem(PostJsonHttpPipeline saveJsonPipeline, IObservableGroupManager observableGroupManager) { SaveJsonPipeline = saveJsonPipeline; PlayerGroup = GetPlayerGroup(observableGroupManager); }
public ExampleBatchedSystem(IComponentDatabase componentDatabase, IComponentTypeLookup componentTypeLookup, IReferenceBatchBuilderFactory batchBuilderFactory, IThreadHandler threadHandler, IObservableGroupManager observableGroupManager) : base(componentDatabase, componentTypeLookup, batchBuilderFactory, threadHandler, observableGroupManager) { }
/// <summary> /// Resolve any dependencies the application needs /// </summary> /// <remarks>By default it will setup IEntityDatabase, IObservableGroupManager and base class dependencies</remarks> protected override void ResolveApplicationDependencies() { base.ResolveApplicationDependencies(); EntityDatabase = Container.Resolve <IEntityDatabase>(); ObservableGroupManager = Container.Resolve <IObservableGroupManager>(); }
public TurnsSystem(GameConfiguration gameConfiguration, IEventSystem eventSystem, IObservableGroupManager observableGroupManager) { _gameConfiguration = gameConfiguration; _eventSystem = eventSystem; _levelAccessor = observableGroupManager.GetObservableGroup(new Group(typeof(LevelComponent))); }
public ReactToGroupSystemHandler(IObservableGroupManager observableGroupManager, IThreadHandler threadHandler) { _observableGroupManager = observableGroupManager; _threadHandler = threadHandler; _systemSubscriptions = new Dictionary <ISystem, IDisposable>(); }
public ManualSystemHandler(IObservableGroupManager observableGroupManager) { ObservableGroupManager = observableGroupManager; }
protected ReferenceBatchedSystem(IComponentDatabase componentDatabase, IComponentTypeLookup componentTypeLookup, IReferenceBatchBuilderFactory batchBuilderFactory, IThreadHandler threadHandler, IObservableGroupManager observableGroupManager) : base(componentDatabase, componentTypeLookup, threadHandler, observableGroupManager) { _batchBuilder = batchBuilderFactory.Create <T1, T2>(); }
public ReactToEntitySystemHandler(IObservableGroupManager observableGroupManager) { ObservableGroupManager = observableGroupManager; _systemSubscriptions = new Dictionary <ISystem, IDisposable>(); _entitySubscriptions = new Dictionary <ISystem, IDictionary <int, IDisposable> >(); }
public BatchedMovementSystem(IComponentDatabase componentDatabase, IComponentTypeLookup componentTypeLookup, IBatchBuilderFactory batchBuilderFactory, IThreadHandler threadHandler, IObservableGroupManager observableGroupManager) : base(componentDatabase, componentTypeLookup, batchBuilderFactory, threadHandler, observableGroupManager) { }