PlayerLoopClock() { var loop = PlayerLoop.GetDefaultPlayerLoop(); var clockUpdate = new PlayerLoopSystem() { updateDelegate = Tick, type = typeof(PlayerLoopClock) }; PlayerLoopUtils.AddToLoop <Update>(ref loop, clockUpdate); PlayerLoop.SetPlayerLoop(loop); }
public static MockWorld Create(Options options) { var mockWorld = new MockWorld(); var connectionBuilder = new MockConnectionHandlerBuilder(); mockWorld.Connection = connectionBuilder.ConnectionHandler; mockWorld.Worker = WorkerInWorld .CreateWorkerInWorldAsync(connectionBuilder, options.WorkerType ?? "TestWorkerType", options.Logger ?? new LoggingDispatcher(), Vector3.zero) .Result; options.AdditionalSystems?.Invoke(mockWorld.Worker.World); mockWorld.Linker = new EntityGameObjectLinker(mockWorld.Worker.World); PlayerLoopUtils.ResolveSystemGroups(mockWorld.Worker.World); return(mockWorld); }