public void CombineWithPlayers(PlayerSystemGroup playerSystemGroup) { gameStartSystem.playerSpawnSystem = playerSystemGroup.playerSpawnSystem; gameStartSystem.playerSkillsSystem = playerSystemGroup.playerSkillsSystem; gameStartSystem.playerControllerSystem = playerSystemGroup.playerControllerSystem; saveSystem.playerSpawnSystem = playerSystemGroup.playerSpawnSystem; }
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); }
public void CombineWithPlayers(PlayerSystemGroup playerSYstemGroup) { cameraSystem.playerSystem = playerSYstemGroup.playerSpawnSystem; }
public void CombineWithPlayers(PlayerSystemGroup playerSystemGroup) { characterSpawnSystem.playerSpawnSystem = playerSystemGroup.playerSpawnSystem; characterDeathSystem.playerSpawnSystem = playerSystemGroup.playerSpawnSystem; }