public TestSystem(GameRunner game, SharperInputSystem inputSystem) : base(game) { _prevStates = new Dictionary <TestComponent, bool>(); _inputSystem = inputSystem; _inputSystem.NewInputEntityCreated += OnNewInputEntity; ComponentRegistered += OnComponentRegistered; ComponentUnRegistered += OnComponentUnRegistered; }
public MathGameSystem(GameRunner game, SharperInputSystem input) : base(game) { _game = game; _input = input; _random = new Random(); _input.NewInputEntityCreated += async(s, e) => { await RegisterComponentAsync(await Game.CreateEntityAsync(), e.Entity); _inputEntity = e.Entity; }; }
public LocationSystem(GameRunner game, SharperInputSystem inputSystem) : base(game) { _inputSystem = inputSystem; foreach (var location in GameConfig.Locations.Values) { var locationEntity = game.CreateEntityAsync().GetAwaiter().GetResult(); bool startingLocation = false; if (location.ID == GameConfig.StartingLocationID) { startingLocation = true; } RegisterComponentAsync(locationEntity, location, location.ExplorableLocations.ToDictionary(x => GameConfig.Locations[x].Name, x => x), startingLocation); } //how to do this without console... Console.WriteLine(GameConfig.InitialGameMessage); }