protected override void Update(GameTime gameTime) { //Console.Log(IsLoaded); if (!GameContent.IsLoaded) { //Console.Log("loading"); base.Update(gameTime); return; } //Update KeyboardController for Commands keyboard.Update(); Input.GetState(); // Game implemented using Entity-Component-System, // Systems store instances of certain types of Components TransformSystem.Update(gameTime); BehaviorScriptSystem.Update(gameTime); ColliderSystem.Update(gameTime); ColliderSystem.Check(); SpriteSystem.Update(gameTime); TextSystem.Update(gameTime); //Sound.Update(gameTime); base.Update(gameTime); }
protected override void UnloadContent() { Content.Unload(); // We need to clear all our components to reset state; If the program is reset they will be created fresh by the new Link() instance TransformSystem.Clear(); ColliderSystem.Clear(); BehaviorScriptSystem.Clear(); SpriteSystem.Clear(); TextSystem.Clear(); Scene.Clear(); }
public void Destroy() { foreach (var transform in Root.GetComponent <Transform>().Children) { Entity entity = transform.entity; if (entity != null) { Entity.Destroy(entity); } } Root.GetComponent <Transform>().Children.Clear(); TransformSystem.CleanUp(); ColliderSystem.CleanUp(); BehaviorScriptSystem.CleanUp(); SpriteSystem.CleanUp(); }
public BehaviorScript() { BehaviorScriptSystem.Register(this); }