void InitEcsTest() { _world = new EcsWorld() .AddSystem(this) .AddSystem(new EcsSystem1()); _world.Initialize(); }
void OnEnable() { _world = new EcsWorld() .AddSystem(new Processing1()) .AddSystem(new Processing2()); _world.Initialize(); }
void OnEnable() { _world = new EcsWorld() .AddSystem(new TableProcessing()) .AddSystem(new ViewProcessing()) .AddSystem(new MoveProcessing()) .AddSystem(new InputProcessing()) .AddSystem(new ScoreProcessing()) .AddSystem(new RemoveProcessing()); _world.Initialize(); }
void OnEnable() { _world = new EcsWorld() .AddSystem(new SpawnSystem()) .AddSystem(new InputSystem()) .AddSystem(new ControlSystem()) .AddSystem(new MoveSystem()) .AddSystem(new CollisionSystem()) .AddSystem(new DestroySystem()); _world.Initialize(); _world.SubscribeToEvent <int> (OnScore); var stats = _world.GetStats(); Debug.LogFormat("[Systems: {0}] [Entities: {1}/{2}] [Components: {3}] [Filters: {4}] [DelayedUpdates: {5}]", stats.AllSystems, stats.AllEntities, stats.ReservedEntities, stats.Components, stats.Filters, stats.DelayedUpdates); }