Example #1
0
        private void CreateSystemGroups()
        {
            worldSystemGroup = space.GetOrCreateSystem <WorldSystemGroup>();
            worldSystemGroup.Initialize(space);
            voxelSystemGroup = space.GetOrCreateSystem <VoxelSystemGroup>();
            voxelSystemGroup.Initialize(space);
            movementSystemGroup = space.GetOrCreateSystem <MovementSystemGroup>();
            movementSystemGroup.Initialize(space);
            uiSystemGroup = space.GetOrCreateSystem <UISystemGroup>();
            uiSystemGroup.Initialize(space);
            playerSystemGroup = space.GetOrCreateSystem <PlayerSystemGroup>();
            playerSystemGroup.Initialize(space);
            gameSystemGroup = space.GetOrCreateSystem <GameSystemGroup>();
            gameSystemGroup.Initialize(space);
            cameraSystemGroup = space.GetOrCreateSystem <CameraSystemGroup>();
            cameraSystemGroup.Initialize(space);
            bulletSystemGroup = space.GetOrCreateSystem <BulletSystemGroup>();
            bulletSystemGroup.Initialize(space);
            characterSystemGroup = space.GetOrCreateSystem <CharacterSystemGroup>();
            characterSystemGroup.Initialize(space);
            skillSystemGroup = space.GetOrCreateSystem <SkillSystemGroup>();
            skillSystemGroup.Initialize(space);
            statSystemGroup = space.GetOrCreateSystem <StatSystemGroup>();
            statSystemGroup.Initialize(space);
            itemSystemGroup = space.GetOrCreateSystem <ItemSystemGroup>();
            itemSystemGroup.Initialize(space);
            animationSystemGroup = space.GetOrCreateSystem <AnimationSystemGroup>();
            animationSystemGroup.Initialize(space);
            aiSystemGroup = space.GetOrCreateSystem <AISystemGroup>();
            aiSystemGroup.Initialize(space);

            //var presentationGroup = space.GetOrCreateSystem<PresentationSystemGroup>();
            //var renderBoundsUpdateSystem = space.GetOrCreateSystem<Zoxel.RenderBoundsUpdateSystem>();
            //presentationGroup.AddSystemToUpdateList(renderBoundsUpdateSystem);
            //var renderBoundsUpdateSystem = space.GetOrCreateSystem<CreateMissingRenderBoundsFromMeshRenderer>();
            //presentationGroup.AddSystemToUpdateList(createMissingRenderBoundsFromMeshRenderer);
        }
Example #2
0
 public void CombineWithCharacters(CharacterSystemGroup characterSystemGroup)
 {
     nearbyCharactersSystem.characterSpawnSystem = characterSystemGroup.characterSpawnSystem;
 }
Example #3
0
 public void CombineWithCharacters(CharacterSystemGroup characterSystemGroup)
 {
     bulletHitCompleterSystem.characterSpawnSystem = characterSystemGroup.characterSpawnSystem;
 }
Example #4
0
 public void CombineWithCharacters(CharacterSystemGroup characterSystemGroup)
 {
     gameStartSystem.characterSpawnSystem = characterSystemGroup.characterSpawnSystem;
     waveSystem.characterSpawnSystem      = characterSystemGroup.characterSpawnSystem;
     endGameSystem.characterSpawnSystem   = characterSystemGroup.characterSpawnSystem;
 }
Example #5
0
 public void CombineWithCharacters(CharacterSystemGroup characterSystemGroup)
 {
     skillsSystem.characterSpawnSystem         = characterSystemGroup.characterSpawnSystem;
     meleeCompleterSystem.characterSpawnSystem = characterSystemGroup.characterSpawnSystem;
     damageSystem.characterSpawnSystem         = characterSystemGroup.characterSpawnSystem;
 }
Example #6
0
 public void CombineWithCharacters(CharacterSystemGroup characterSystemGroup)
 {
 }
Example #7
0
 public void CombineWithCharacters(CharacterSystemGroup characterSystemGroup)
 {
     cameraSystem.characterSpawnSystem = characterSystemGroup.characterSpawnSystem;
     //c/haracterToCameraSystem.characterSpawnSystem = characterSystemGroup.characterSpawnSystem;
 }