public RendererSystemSwitcher(SpriteFont spriteFont, SpriteFont vectorFont, World world)
        {
            _spriteFont         = spriteFont;
            _vectorFont         = vectorFont;
            _fontRendererSystem = world.Get <FontRendererSystem>();
            _spriteSystem       = world.Get <SpriteRendererSystem>();
            _polygonalSystem    = world.Get <PolygonRendererSystem>();
            _backgroundSystem   = world.Get <BackgroundSystem>();

            RefreshRenderers();
        }
Exemple #2
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 void OnEnable()
 {
     Color.Initialize();
     SystemManagerSystem.Ignite();
     TimeSystem.Ignite();
     SpriteRendererSystem.Ignite();
     BulletSpawnSystem.Ignite();
     SparkSpawnSystem.Ignite();
     ExplosionSpawnSystem.Ignite();
     SightSpawnSystem.Ignite();
     GameManagerSystem.Ignite();
     LockTargetManager.Init();
 }
Exemple #3
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        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            var handle = inputDeps;

            var render_job = new RenderJob {
                screen_position_list_ = group_.screen_position_list_,
                sprite_data_list_     = SpriteRenderer.GetSpriteDataBucket(),
            };

            handle = render_job.Schedule(group_.cursor_list_.Length, 8, handle);
            SpriteRendererSystem.DependOn(handle);

            return(handle);
        }
Exemple #4
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        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            var handle = inputDeps;

            var lockon_mark_job = new LockonMarkJob {
                time_                 = Time.GetCurrent(),
                locktarget_list_      = group_.locktarget_list_,
                screen_position_list_ = group_.screen_position_list_,
                sprite_data_list_     = SpriteRenderer.GetSpriteDataBucket(),
            };

            handle = lockon_mark_job.Schedule(group_.locktarget_list_.Length, 8, handle);
            SpriteRendererSystem.DependOn(handle);

            return(handle);
        }
        void OnEnable()
        {
            Color.Initialize();
            SpriteRendererSystem.Ignite();
            TimeSystem.Ignite();

            var entity_manager = World.Active.GetOrCreateManager <EntityManager>();
            var arche_type     = entity_manager.CreateArchetype(typeof(SpriteTestDummy)
                                                                , typeof(Position)
                                                                , typeof(Rotation)
                                                                , typeof(LocalToWorld)
                                                                );
            var entity = entity_manager.CreateEntity(arche_type);

            entity_manager.SetComponentData(entity, new Position {
                Value = new float3(1f, 2f, 10f),
            });
        }