public World(Contexts contexts, IServiceContainer services, IEnumerable <byte> actorIds, Feature logicFeature) { Contexts = contexts; _timeMachineService = services.GetService <ITimeMachineService>(); _systems = new WorldSystems(Contexts, services, logicFeature); }
public World(Contexts contexts, IServiceContainer services, IEnumerable <byte> actorIds, Feature logicFeature) { _actorContext = contexts.actor; _gameContext = contexts.game; _gameStateContext = contexts.gameState; _snapshotContext = contexts.snapshot; _timeMachineService = services.GetService <ITimeMachineService>(); _systems = new WorldSystems(contexts, services, logicFeature); }
public World(Contexts contexts, IEnumerable <byte> actorIds, params Feature[] features) { Contexts = contexts; foreach (var id in actorIds) { Contexts.actor.CreateEntity().AddId(id); } _systems = new WorldSystems(Contexts, features); _systems.Initialize(); }
public EntitasWorld(IServiceContainer services, object contextsObj, object logicFeatureObj) { var contexts = contextsObj as Contexts; var logicFeature = logicFeatureObj as Feature; _context = contexts; _actorContext = contexts.actor; _gameContext = contexts.game; _gameStateContext = contexts.gameState; _snapshotContext = contexts.snapshot; _timeMachineService = services.GetService <ITimeMachineService>(); _systems = new WorldSystems(contexts, services, logicFeature); }
public World(Contexts contexts, ITimeMachineService timeMachineService, IEnumerable <byte> actorIds, Feature logicFeature) { Contexts = contexts; _timeMachineService = timeMachineService; _systems = new WorldSystems(Contexts, logicFeature); }