Exemple #1
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        public override void OnInspectorGUI()
        {
            ISystemManager systemManager = (target as SystemManagerObserver)?.SystemManager;

            EditorGUILayout.BeginVertical(GUI.skin.box);

            EditorGUILayout.LabelField("System Manager Statistics", EditorStyles.boldLabel);

            GUILayout.Space(25.0f);

            EditorGUILayout.LabelField("Active Systems List:", EditorStyles.boldLabel);

            ISystemIterator iter = systemManager.GetSystemIterator();

            EditorGUILayout.BeginVertical(GUI.skin.box);

            EditorGUILayout.LabelField("Name\t\tType");

            while (iter.MoveNext())
            {
                _displaySystemInfo(iter.Get());
            }

            EditorGUILayout.EndVertical();

            EditorGUILayout.EndVertical();
        }
Exemple #2
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        public void Init()
        {
            mWorldContext = Substitute.For <IWorldContext>();
            mWorldContext.GetEntitiesWithAll().ReturnsForAnyArgs(new List <EntityId> {
            });

            mSystemManager = new SystemManager(mWorldContext);
        }
Exemple #3
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        /// <summary>
        /// The method register the system within the given system manager based on the type
        /// </summary>
        /// <param name="systemManager">A reference to ISystemManager implementation</param>

        public override void RegisterItself(ISystemManager systemManager)
        {
            if (systemManager == null)
            {
                throw new System.ArgumentNullException("systemManager");
            }

            systemManager.RegisterSystem(this);
        }
Exemple #4
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 public LockUnlockController(ILockUnlockManager lockUnlockManager, ISystemManager systemManager)
 {
     _lockUnlockManager = lockUnlockManager;
     if (!_initialzed)
     {
         _systemManager = systemManager;
         _systemManager.Check();
     }
 }
Exemple #5
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        public EntityManager(ISystemManager systemManager, IEventManager eventManager)
        {
            _systemManager            = systemManager;
            _eventManager             = eventManager;
            _allEntities              = new List <IEntity>();
            _entitiesWithComponentSet = new ConcurrentDictionary <ComponentSet, List <IEntity> >();
            _entitiesWithComponent    = new ConcurrentDictionary <Type, List <IEntity> >();
            _entityComponents         = new ConcurrentDictionary <IEntity, Dictionary <Type, IComponent> >();

            _systemsToNotify = new Dictionary <DependsOnComponents, List <ITerribleSystem> >();
        }
Exemple #6
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    private void Awake()
    {
        mWorldContext = new WorldContextFactory().CreateNewWorldInstance();

        mSystemManager = new SystemManager(mWorldContext);

        WorldContextsManagerUtils.CreateWorldContextManager(mWorldContext, "WorldContextManager_System");
        SystemManagerObserverUtils.CreateSystemManagerObserver(mSystemManager, "SystemManagerObserver_System");

        mSystemManager.Init();
    }
Exemple #7
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        protected BaseGameManager(
            IEntityAspectManager entityAspectManager,
            IEntityManager entityManager,
            ISystemManager systemManager)
        {
            EntityAspectManager = entityAspectManager;
            EntityManager       = entityManager;
            Systems             = systemManager;


            RegisterManagers();
        }
Exemple #8
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        public void Init()
        {
            mWorldContext = new WorldContextFactory().CreateNewWorldInstance();

            mSystemManager = new SystemManager(mWorldContext);

            mRegisterViewsSystem = new RegisterViewSystem(mWorldContext);

            mSystemManager.RegisterSystem(mRegisterViewsSystem);

            mSystemManager.Init();
        }
Exemple #9
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    protected void Awake()
    {
        mWorldContext = new WorldContextFactory().CreateNewWorldInstance();

        mSystemManager = new SystemManager(mWorldContext);

        WorldContextsManagerUtils.CreateWorldContextManager(mWorldContext, "WorldsContextsManager_System");
        SystemManagerObserverUtils.CreateSystemManagerObserver(mSystemManager, "SystemManagerObserver_System");

        mSystemManager.RegisterSystem(new RegisterViewSystem(mWorldContext));

        mSystemManager.Init();
    }
        void Initialize(ISystemManager systemManager)
        {
            SystemManager = systemManager;

            if (Systems == null)
                return;

            for (int i = 0; i < Systems.Length; i++)
            {
                var system = Systems[i];

                if (system != null && system.Type != null)
                    systemManager.AddSystem(system.Type, system.Active);
            }
        }
Exemple #11
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    private void Awake()
    {
        mWorldContext = new WorldContextFactory().CreateNewWorldInstance();

        mSystemManager = new SystemManager(mWorldContext);

        WorldContextsManagerUtils.CreateWorldContextManager(mWorldContext, "WorldContextManager_System");
        SystemManagerObserverUtils.CreateSystemManagerObserver(mSystemManager, "SystemManagerObserver_System");

        // register our systems here
        mSystemManager.RegisterUpdateSystem(new InputSystem(mWorldContext, Camera.main));
        mSystemManager.RegisterReactiveSystem(new ImprovedSpawnSystem(mWorldContext, mPrefab, new GameObjectFactory(mWorldContext)));
        mSystemManager.RegisterReactiveSystem(new RegisterViewSystem(mWorldContext));
        mSystemManager.RegisterUpdateSystem(new RotatingCubesSystem(mWorldContext));

        mSystemManager.Init();
    }
Exemple #12
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        public RuntimeEngine(RuntimeEntityService entityService, ISystemManager systemManager, EventQueue eventQueue, ILogger logger)
        {
            AddEntityAccessGate = new AccessGate();
            EventQueue = eventQueue;
            _logger = logger;
            EntityService = entityService;
            EntityService.AddEntityAccessGate = AddEntityAccessGate;
            SystemManager = systemManager;
            SystemUpdateScheduler = new SystemUpdateScheduler(SystemManager.Systems);

            foreach (var updateBurst in SystemUpdateScheduler.UpdateBursts)
            {
                _logger.Info($"Update Burst: {string.Join(", ", updateBurst.Systems.Select(p => p.System.Name))}");
            }

            // Add any entities that are already loaded into the engine.
            SystemManager.AddEntities(entityService.Entities);
        }
Exemple #13
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        void Initialize(ISystemManager systemManager)
        {
            SystemManager = systemManager;

            if (Systems == null)
            {
                return;
            }

            for (int i = 0; i < Systems.Length; i++)
            {
                var system = Systems[i];

                if (system != null && system.Type != null)
                {
                    systemManager.AddSystem(system.Type, system.Active);
                }
            }
        }
Exemple #14
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        public RuntimeEngine(RuntimeEntityService entityService, ISystemManager systemManager, EventQueue eventQueue,
                             ILogger logger)
        {
            AddEntityAccessGate = new AccessGate();
            EventQueue          = eventQueue;
            _logger             = logger;
            EntityService       = entityService;
            EntityService.AddEntityAccessGate = AddEntityAccessGate;
            SystemManager         = systemManager;
            SystemUpdateScheduler = new SystemUpdateScheduler(SystemManager.Systems);

            foreach (var updateBurst in SystemUpdateScheduler.UpdateBursts)
            {
                _logger.Info($"Update Burst: {string.Join(", ", updateBurst.Systems.Select(p => p.System.Name))}");
            }

            // Add any entities that are already loaded into the engine.
            SystemManager.AddEntities(entityService.Entities);
        }
Exemple #15
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // INSTANTIATE entity manager
            _entityManager = new EntityManager();

            // INSTANTIATE componet manager
            _componentManager = new ComponentManager();

            // INSTANTIATE input manager
            _inputManager = new InputManager();

            // INSTANTIATE collision system
            _collisionSystem = new CollisionSystem();

            // INSTANTIATE system manager
            _systemManager = new SystemManager(_componentManager);

            base.Initialize();
        }
Exemple #16
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    //Initializes the game for each level.
    protected void InitGame(string fileName)
    {
        mNetworkManager = new INetworkManager();
        mSystemManager  = new ISystemManager();
        mMoniterManager = new IMoniterManager();

        setConfigFileName(fileName);

        if (xmlConfigStart(fileName) == false)
        {
            createXMLConfig(gXMLConfig);
        }

        // Moniter Setting
        mMoniterManager.setFontSize(gXMLConfig.mSystemConfig.fontSize);
        mMoniterManager.setFontColor(gXMLConfig.mSystemConfig.fontColor);

        mSystemManager.setResolutions(gXMLConfig.mSystemConfig.resolutionWidth,
                                      gXMLConfig.mSystemConfig.resolutionHeight,
                                      gXMLConfig.mSystemConfig.fullScreenMode);

        setDebugMode(gXMLConfig.debugMode);
    }
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="systemUserService">System services.</param>
 /// <param name="hashingService">Hashing services.</param>
 /// <param name="systemEmailAddressService">System email address services.</param>
 /// <param name="systemPhoneNumberService">System phone number services.</param>
 /// <param name="systemLookupItemService">System lookup item services.</param>
 /// <param name="systemSubscriptionService">System subscription services.</param>
 /// <param name="systemDepartmentService">System department services.</param>
 /// <param name="systemUserManager">System database user managers.</param>
 /// <param name="systemManager">System database managers.</param>
 /// <param name="configuration">Microsoft configuration services.</param>
 /// <param name="webHostEnvironment">Microsoft web hosting environment services.</param>
 public SystemService(ISystemUserService systemUserService,
                      IHashingService hashingService,
                      ISystemEmailAddressService systemEmailAddressService,
                      ISystemPhoneNumberService systemPhoneNumberService,
                      ISystemLookupItemService systemLookupItemService,
                      ISystemSubscriptionService systemSubscriptionService,
                      ISystemDepartmentService systemDepartmentService,
                      ISystemUserManager systemUserManager,
                      ISystemManager systemManager,
                      IConfiguration configuration,
                      IWebHostEnvironment webHostEnvironment) : base(configuration, webHostEnvironment)
 {
     _systemUserService         = systemUserService;
     _hashingService            = hashingService;
     _systemEmailAddressService = systemEmailAddressService;
     _systemPhoneNumberService  = systemPhoneNumberService;
     _systemLookupItemService   = systemLookupItemService;
     _systemSubscriptionService = systemSubscriptionService;
     _systemDepartmentService   = systemDepartmentService;
     _systemUsersManager        = systemUserManager;
     _systemManager             = systemManager;
     _configuration             = configuration;
     _webHostEnvironment        = webHostEnvironment;
 }
Exemple #18
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 public HomeController(ISystemManager systemManager)
 {
     _systemManager = systemManager;
 }
Exemple #19
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 public SystemController(ISystemManager systemManager, IPluginManager pluginManager, IDbHelper dbHelper)
 {
     _systemManager = systemManager;
     _pluginManager = pluginManager;
     _dbHelper      = dbHelper;
 }
Exemple #20
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 public SystemsPackage(ISystemManager systemManager, List <ISystem> systems)
 {
     mSystemManager = systemManager ?? throw new ArgumentNullException("systemManager");
     mSystems       = systems ?? throw new ArgumentNullException("systems");
 }
Exemple #21
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 public SystemController(ISystemManager systemManager, ILogger <SystemController> logger)
 {
     _systemManager = systemManager;
     _logger        = logger;
 }
Exemple #22
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 public void RegisterItself(ISystemManager systemManager)
 {
     systemManager?.RegisterSystem(this);
 }
Exemple #23
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 public HomeController(IPluginManager pluginManager, ISystemManager systemManager)
 {
     _pluginManager = pluginManager;
     _systemManager = systemManager;
 }
Exemple #24
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 public SystemController(ISystemManager systemManager, IPluginManager pluginManager, IDbConnectionFactory dbConnectionFactory)
 {
     _systemManager       = systemManager;
     _pluginManager       = pluginManager;
     _dbConnectionFactory = dbConnectionFactory;
 }
Exemple #25
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 public SystemTests()
 {
     _channelManager = new ChannelManager();
     _systemManager  = new SystemManager(_channelManager);
 }
 public TestGameManager(IEntityAspectManager entityAspectManager, IEntityManager entityManager, ISystemManager systemManager)
     : base(entityAspectManager, entityManager, systemManager, new ManagerManager())
 {
 }
Exemple #27
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 /// <summary>
 /// Loads all registered command modules.
 /// </summary>
 /// <param name="systemManager">System manager containing all loaded systems.</param>
 public void LoadAllModules(ISystemManager systemManager, Currency wolfcoins)
 {
     LoadModules(new AccessControlModule(this),
                 new FishingModule(UserLookup, systemManager.Get <FishingSystem>(), RepositoryManager.TournamentResults, wolfcoins.coinList));
 }
Exemple #28
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 /// <summary>
 /// Loads all game mechanics.
 /// </summary>
 private void LoadSystems()
 {
     _systemManager = new SystemManager();
     _systemManager.AddSystem(new BorderSystem(_entityManager, _game));
     _systemManager.AddSystem(new CollisionSystem(_entityManager, _meteorFactory, this));
 }
 public SystemTests()
 {
     _channelManager = new ChannelManager();
     _systemManager = new SystemManager(_channelManager);
 }
Exemple #30
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 public SystemAddedEventArgs(ISystemManager gameSystemManager, ISystem gameSystem)
 {
     GameSystemManager = gameSystemManager;
     GameSystem        = gameSystem;
 }
Exemple #31
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        /// <summary>
        /// The method register the system within the given system manager based on the type
        /// </summary>
        /// <param name="systemManager">A reference to ISystemManager implementation</param>

        public abstract void RegisterItself(ISystemManager systemManager);
Exemple #32
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 public CommonController(ISystemManager systemManager, IPluginManager pluginManager)
 {
     _systemManager = systemManager;
     _pluginManager = pluginManager;
 }
Exemple #33
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        public void Init()
        {
            mWorldContext = new WorldContextFactory().CreateNewWorldInstance();

            mSystemManager = new SystemManager(mWorldContext);
        }
Exemple #34
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 public TestGameManager(IEntityAspectManager entityAspectManager, IEntityManager entityManager, ISystemManager systemManager)
     : base(entityAspectManager, entityManager, systemManager)
 {
 }