protected override void OnStartRunning() { m_gameSettings = GetSingleton <GameSettingsSingletonComponent>(); m_quadTreeLevelInfo = new QuadTreeLevelInfo(m_gameSettings.planetSpawnProbability, 20, 10, UnityEngine.Random.Range(0, 100), m_gameSettings.specialModeVisiblePlanetsCount, m_gameSettings.minRating, m_gameSettings.maxRating); }
protected override void OnStartRunning() { m_gameSettings = GetSingleton <GameSettingsSingletonComponent>(); for (int i = 0; i < 120; i++) { var tm = GameObject.Instantiate(labelPrefab, Vector3.zero, Quaternion.identity); tm.gameObject.SetActive(false); m_labelBuffer.Add(tm); } m_shipText = GameObject.Instantiate(labelPrefab, Vector3.zero, Quaternion.identity); }
void Awake() { entityManager = World.Active.EntityManager; Entity entity = entityManager.CreateEntity( ComponentType.ReadOnly <GameSettingsSingletonComponent>(), ComponentType.ReadWrite <ProxyInfo>() ); var gameSettings = new GameSettingsSingletonComponent { maxCellsVisibleSize = maxCellsVisibleSize, minCellsVisibleSize = minCellsVisibleSize, minRating = minRating, maxRating = maxRating, specialModeVisiblePlanetsCount = specialModeVisiblePlanetsCount, minVisiblePlanetScale = minVisiblePlanetScale, minShipScale = minShipScale, planetSpawnProbability = planetSpawnProbability }; var proxyInfo = new ProxyInfo { shipPosition = new int2(2, 2), visibleRectInt = new RectInt(2, 2, 5, 5), zoom = 5, shipValue = UnityEngine.Random.Range(minRating, maxRating) }; var spawnSystem = World.Active.GetOrCreateSystem <SpawnPlanetsSystem>(); spawnSystem.shipMaterial = this.shipMaterial; spawnSystem.planetMaterial = this.planetMaterial; spawnSystem.shipMesh = CreateMesh(2, 2); spawnSystem.planetMesh = CreateMesh(2, 1); var quadSystem = World.Active.GetOrCreateSystem <ProcessQuadTreeLevelInfoSystem>(); quadSystem.SetSingleton(gameSettings); quadSystem.SetSingleton(proxyInfo); var updatePlanetPositionsByZoomSystem = World.Active.GetOrCreateSystem <UpdatePlanetPositionsByZoomSystem>(); updatePlanetPositionsByZoomSystem.labelPrefab = labelPrefab; }