public void Setup()
        {
            _defaultWorld                      = new DefaultWorld(EntityCount);
            _defaultEntitySet                  = _defaultWorld.GetEntities().With <DefaultComponent>().AsSet();
            _defaultRunner                     = new DefaultParallelRunner(Environment.ProcessorCount);
            _defaultSystem                     = new DefaultEcsSystem(_defaultWorld);
            _defaultMultiSystem                = new DefaultEcsSystem(_defaultWorld, _defaultRunner);
            _defaultEntityComponentSystem      = new DefaultEcsEntityComponentSystem(_defaultWorld);
            _defaultMultiEntityComponentSystem = new DefaultEcsEntityComponentSystem(_defaultWorld, _defaultRunner);
            _defaultComponentSystem            = new DefaultEcsComponentSystem(_defaultWorld);
            _defaultComponentMultiSystem       = new DefaultEcsComponentSystem(_defaultWorld, _defaultRunner);

            _entitasWorld       = new Context <EntitasEntity>(1, () => new EntitasEntity());
            _entitasSystem      = new EntitasSystem(_entitasWorld);
            _entitasMultiSystem = new EntitasSystem(_entitasWorld, Environment.ProcessorCount);

            for (int i = 0; i < EntityCount; ++i)
            {
                DefaultEntity defaultEntity = _defaultWorld.CreateEntity();
                defaultEntity.Set <DefaultComponent>();

                EntitasEntity entitasEntity = _entitasWorld.CreateEntity();
                entitasEntity.AddComponent(0, new EntitasComponent());
            }
        }
Exemple #2
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        public BehaviourCityDoor(ITagContainer diContainer) : base(diContainer.GetTag <DefaultEcs.World>(), CreateEntityContainer, useBuffer: false)
        {
            game = diContainer.GetTag <Game>();
            playerLocationLazy = new Lazy <Location>(() => game.PlayerEntity.Get <Location>());
            addedSubscription  = World.SubscribeComponentAdded <components.behaviour.CityDoor>(HandleComponentAdded);

            locks = World
                    .GetEntities()
                    .With <components.behaviour.Lock>()
                    .AsSet();
        }
        public void Setup()
        {
            _defaultWorld                      = new DefaultWorld(EntityCount);
            _defaultEntitySet                  = _defaultWorld.GetEntities().With <DefaultComponent>().AsSet();
            _defaultRunner                     = new DefaultParallelRunner(Environment.ProcessorCount);
            _defaultSystem                     = new DefaultEcsSystem(_defaultWorld);
            _defaultMultiSystem                = new DefaultEcsSystem(_defaultWorld, _defaultRunner);
            _defaultEntityComponentSystem      = new DefaultEcsEntityComponentSystem(_defaultWorld);
            _defaultMultiEntityComponentSystem = new DefaultEcsEntityComponentSystem(_defaultWorld, _defaultRunner);
            _defaultComponentSystem            = new DefaultEcsComponentSystem(_defaultWorld);
            _defaultComponentMultiSystem       = new DefaultEcsComponentSystem(_defaultWorld, _defaultRunner);
            _defaultGeneratorSystem            = new DefaultEcsGeneratorSystem(_defaultWorld);
            _defaultGeneratorMultiSystem       = new DefaultEcsGeneratorSystem(_defaultWorld, _defaultRunner);

            _entitasWorld       = new Context <EntitasEntity>(1, () => new EntitasEntity());
            _entitasSystem      = new EntitasSystem(_entitasWorld);
            _entitasMultiSystem = new EntitasSystem(_entitasWorld, Environment.ProcessorCount);

            _monoWorld = new WorldBuilder().AddSystem(new MonoSystem()).Build();
            _time      = new GameTime();

            _leoWorld   = new LeoWorld();
            _leoSystem  = new LeoSystem();
            _leoSystems = new LeoSystems(_leoWorld).Add(_leoSystem);
            _leoSystems.ProcessInjects().Init();

            SimpleEntitiesSubmissionScheduler sveltoScheduler = new SimpleEntitiesSubmissionScheduler();

            _sveltoWorld  = new EnginesRoot(sveltoScheduler);
            _sveltoSystem = new SveltoSystem();
            _sveltoWorld.AddEngine(_sveltoSystem);
            IEntityFactory sveltoFactory = _sveltoWorld.GenerateEntityFactory();

            for (int i = 0; i < EntityCount; ++i)
            {
                DefaultEntity defaultEntity = _defaultWorld.CreateEntity();
                defaultEntity.Set <DefaultComponent>();

                EntitasEntity entitasEntity = _entitasWorld.CreateEntity();
                entitasEntity.AddComponent(0, new EntitasComponent());

                MonoEntity monoEntity = _monoWorld.CreateEntity();
                monoEntity.Attach(new MonoComponent());

                LeoEntity leoEntity = _leoWorld.NewEntity();
                leoEntity.Get <LeoComponent>();

                sveltoFactory.BuildEntity <SveltoEntity>((uint)i, _sveltoGroup);
            }

            sveltoScheduler.SubmitEntities();
        }
Exemple #4
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        public HumanPhysics(ITagContainer diContainer) : base(diContainer.GetTag <DefaultEcs.World>(), CreateEntityContainer, useBuffer: true)
        {
            World.SetMaxCapacity <components.HumanPhysics>(1);
            worldCollider = diContainer.GetTag <WorldCollider>();

            collidableModels = World
                               .GetEntities()
                               .With <IIntersectionable>()
                               .With <components.Collidable>()
                               .With <ClumpBuffers>() // a model not a creature
                               .AsSet();
            collidableCreatures = World
                                  .GetEntities()
                                  .With <components.Collidable>()
                                  .With <components.ActorParts>() // the player is not collidable, don't worry
                                  .AsSet();

            var scene = diContainer.GetTag <zzio.scn.Scene>();

            isInterior = scene.dataset.isInterior;
        }