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(); }
public void Init() { mWorldContext = Substitute.For <IWorldContext>(); mWorldContext.GetEntitiesWithAll().ReturnsForAnyArgs(new List <EntityId> { }); mSystemManager = new SystemManager(mWorldContext); }
/// <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); }
public LockUnlockController(ILockUnlockManager lockUnlockManager, ISystemManager systemManager) { _lockUnlockManager = lockUnlockManager; if (!_initialzed) { _systemManager = systemManager; _systemManager.Check(); } }
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> >(); }
private void Awake() { mWorldContext = new WorldContextFactory().CreateNewWorldInstance(); mSystemManager = new SystemManager(mWorldContext); WorldContextsManagerUtils.CreateWorldContextManager(mWorldContext, "WorldContextManager_System"); SystemManagerObserverUtils.CreateSystemManagerObserver(mSystemManager, "SystemManagerObserver_System"); mSystemManager.Init(); }
protected BaseGameManager( IEntityAspectManager entityAspectManager, IEntityManager entityManager, ISystemManager systemManager) { EntityAspectManager = entityAspectManager; EntityManager = entityManager; Systems = systemManager; RegisterManagers(); }
public void Init() { mWorldContext = new WorldContextFactory().CreateNewWorldInstance(); mSystemManager = new SystemManager(mWorldContext); mRegisterViewsSystem = new RegisterViewSystem(mWorldContext); mSystemManager.RegisterSystem(mRegisterViewsSystem); mSystemManager.Init(); }
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); } }
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(); }
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); }
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); } } }
/// <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(); }
//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; }
public HomeController(ISystemManager systemManager) { _systemManager = systemManager; }
public SystemController(ISystemManager systemManager, IPluginManager pluginManager, IDbHelper dbHelper) { _systemManager = systemManager; _pluginManager = pluginManager; _dbHelper = dbHelper; }
public SystemsPackage(ISystemManager systemManager, List <ISystem> systems) { mSystemManager = systemManager ?? throw new ArgumentNullException("systemManager"); mSystems = systems ?? throw new ArgumentNullException("systems"); }
public SystemController(ISystemManager systemManager, ILogger <SystemController> logger) { _systemManager = systemManager; _logger = logger; }
public void RegisterItself(ISystemManager systemManager) { systemManager?.RegisterSystem(this); }
public HomeController(IPluginManager pluginManager, ISystemManager systemManager) { _pluginManager = pluginManager; _systemManager = systemManager; }
public SystemController(ISystemManager systemManager, IPluginManager pluginManager, IDbConnectionFactory dbConnectionFactory) { _systemManager = systemManager; _pluginManager = pluginManager; _dbConnectionFactory = dbConnectionFactory; }
public SystemTests() { _channelManager = new ChannelManager(); _systemManager = new SystemManager(_channelManager); }
public TestGameManager(IEntityAspectManager entityAspectManager, IEntityManager entityManager, ISystemManager systemManager) : base(entityAspectManager, entityManager, systemManager, new ManagerManager()) { }
/// <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)); }
/// <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 SystemAddedEventArgs(ISystemManager gameSystemManager, ISystem gameSystem) { GameSystemManager = gameSystemManager; GameSystem = gameSystem; }
/// <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);
public CommonController(ISystemManager systemManager, IPluginManager pluginManager) { _systemManager = systemManager; _pluginManager = pluginManager; }
public void Init() { mWorldContext = new WorldContextFactory().CreateNewWorldInstance(); mSystemManager = new SystemManager(mWorldContext); }
public TestGameManager(IEntityAspectManager entityAspectManager, IEntityManager entityManager, ISystemManager systemManager) : base(entityAspectManager, entityManager, systemManager) { }