private void CreateSystems() { ISystem newSystem; //Render Systems newSystem = new SystemRender(cameraList, lightPosition, sceneManager.ClientRectangle); systemManager.AddRenderSystem(newSystem); //Update Systems newSystem = new SystemAudio(mainCamera); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemAI(map, Maze.rows, Maze.columns, player); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemSphereCollision(); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemBoxCollision(); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemAIMovement(sceneManager); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemMovement(sceneManager); systemManager.AddUpdateSystem(newSystem); //Assigns entities to appropriate systems systemManager.AssignEntities(entityManager); }