void CompositionRoot <T>() { var unityEntitySubmissionScheduler = new UnityEntitiesSubmissionScheduler("oop-abstraction"); _enginesRoot = new EnginesRoot(unityEntitySubmissionScheduler); var moveCubesEngine = new MoveCubesEngine(); var moveSpheresEngine = new MoveSpheresEngine(); var selectParentEngine = new SelectNewParentEngine(); var listOfEnginesToTick = new FasterList <IStepEngine>(new IStepEngine[] { moveCubesEngine , moveSpheresEngine , selectParentEngine }); var tickingEnginesGroup = new TickingEnginesGroup(listOfEnginesToTick); _enginesRoot.AddEngine(tickingEnginesGroup); _enginesRoot.AddEngine(moveCubesEngine); _enginesRoot.AddEngine(moveSpheresEngine); _enginesRoot.AddEngine(selectParentEngine); OOPManagerCompositionRoot.Compose(_enginesRoot, listOfEnginesToTick, NUMBER_OF_SPHERES); }
private void InitializeCompositionRoot(UnityContext contextHolder) { _unityEntitiesSubmissionScheduler = new UnityEntitiesSubmissionScheduler(); _enginesRoot = new EnginesRoot(_unityEntitiesSubmissionScheduler); var entityFactory = _enginesRoot.GenerateEntityFactory(); var entityFunctions = _enginesRoot.GenerateEntityFunctions(); var entityStreamConsumerFactory = _enginesRoot.GenerateConsumerFactory(); var gameObjectFactory = new GameObjectFactory(); // Create engines var dummyEngine = new DummyEngine(); var gridSpawnEngine = new GridSpawnEngine(gameObjectFactory, entityFactory); // Register engines _enginesRoot.AddEngine(dummyEngine); _enginesRoot.AddEngine(gridSpawnEngine); // BuildGridFromScene(contextHolder, entityFactory); }
void CompositionRoot() { var unityEntitySubmissionScheduler = new UnityEntitiesSubmissionScheduler("oop-abstraction"); _enginesRoot = new EnginesRoot(unityEntitySubmissionScheduler); CreateStartupEntities(); var moveCubesEngine = new MoveCubesEngine(); var moveSpheresEngine = new MoveSpheresEngine(); var selectParentEngine = new SelectNewParentEngine(); var tickingEnginesGroup = new TickingEnginesGroup( new FasterList <IStepEngine>(new IStepEngine[] { moveCubesEngine, moveSpheresEngine, selectParentEngine })); _enginesRoot.AddEngine(tickingEnginesGroup); _enginesRoot.AddEngine(moveCubesEngine); _enginesRoot.AddEngine(moveSpheresEngine); _enginesRoot.AddEngine(selectParentEngine); }
/// <summary> /// Before to start, let's review some of the Svelto.ECS terms: /// - Entity: /// it must be a real and concrete entity that you can explain in terms of game design. The name of each /// entity should reflect a specific concept from the game design domain /// - Engines (Systems): /// Where all the logic lies. Engines operates on Entity Components /// - IEntityComponent: /// It's an Entity Component which can be used with Pure ECS /// - IEntityViewComponent: /// structs implementing this are used to wrap Objects that come from OOP libraries. You will never use it unless /// you are forced to mix your ECS code with OOP code because of external libraries or platforms. These special /// "Hybrid" component can hold only interfaces /// - Implementors: /// The EntityViewComponent exposed interfaces must be implemented by Implementors that are actually the /// Objects you need to wrap. /// - EntityDescriptors: /// Gives a way to formalise your Entity, it also defines the components that must /// be generated once the Entity is built /// </summary> void CompositionRoot(UnityContext contextHolder) { //the UnitySumbmissionEntityViewScheduler is the scheduler that is used by the EnginesRoot to know //when to submit the entities. Custom ones can be created for special cases. var unityEntitySubmissionScheduler = new UnityEntitiesSubmissionScheduler("survival"); //The Engines Root is the core of Svelto.ECS. You shouldn't inject the EngineRoot, //therefore the composition root class must hold a reference or it will be garbage collected. _enginesRoot = new EnginesRoot(unityEntitySubmissionScheduler); //The EntityFactory can be injected inside factories (or engine acting as factories) to build new entities //dynamically var entityFactory = _enginesRoot.GenerateEntityFactory(); //The entity functions is a set of utility operations on Entities, including removing an entity. I couldn't //find a better name so far. var entityFunctions = _enginesRoot.GenerateEntityFunctions(); var entityStreamConsumerFactory = _enginesRoot.GenerateConsumerFactory(); //wrap non testable unity static classes, so that can be mocked if needed (or implementation can change in general, without changing the interface). IRayCaster rayCaster = new RayCaster(); ITime time = new Time(); //GameObjectFactory allows to create GameObjects without using the Static method GameObject.Instantiate. //While it seems a complication it's important to keep the engines testable and not coupled with hard //dependencies var gameObjectFactory = new GameObjectFactory(); //Player related engines. ALL the dependencies must be solved at this point through constructor injection. var playerShootingEngine = new PlayerGunShootingEngine(rayCaster, time); var playerMovementEngine = new PlayerMovementEngine(rayCaster); var playerAnimationEngine = new PlayerAnimationEngine(); var playerDeathEngine = new PlayerDeathEngine(entityFunctions, entityStreamConsumerFactory); var playerInputEngine = new PlayerInputEngine(); var playerGunShootingFXsEngine = new PlayerGunShootingFXsEngine(entityStreamConsumerFactory); //Spawner engines are factories engines that can build entities var playerSpawnerEngine = new PlayerSpawnerEngine(gameObjectFactory, entityFactory); var restartGameOnPlayerDeath = new RestartGameOnPlayerDeathEngine(); //Player engines _enginesRoot.AddEngine(playerMovementEngine); _enginesRoot.AddEngine(playerAnimationEngine); _enginesRoot.AddEngine(playerShootingEngine); _enginesRoot.AddEngine(playerInputEngine); _enginesRoot.AddEngine(playerGunShootingFXsEngine); _enginesRoot.AddEngine(playerDeathEngine); _enginesRoot.AddEngine(playerSpawnerEngine); _enginesRoot.AddEngine(restartGameOnPlayerDeath); //Factory is one of the few OOP patterns that work very well with ECS. Its use is highly encouraged var enemyFactory = new EnemyFactory(gameObjectFactory, entityFactory); //Enemy related engines var enemyAnimationEngine = new EnemyChangeAnimationOnPlayerDeath(); var enemyDamageFX = new EnemySpawnEffectOnDamage(entityStreamConsumerFactory); var enemyAttackEngine = new EnemyAttackEngine(time); var enemyMovementEngine = new EnemyMovementEngine(); //Spawner engines are factories engines that can build entities var enemySpawnerEngine = new EnemySpawnerEngine(enemyFactory, entityFunctions); var enemyDeathEngine = new EnemyDeathEngine(entityFunctions, entityStreamConsumerFactory, time , new WaitForSubmissionEnumerator( unityEntitySubmissionScheduler)); //enemy engines _enginesRoot.AddEngine(enemySpawnerEngine); _enginesRoot.AddEngine(enemyAttackEngine); _enginesRoot.AddEngine(enemyMovementEngine); _enginesRoot.AddEngine(enemyAnimationEngine); _enginesRoot.AddEngine(enemyDeathEngine); _enginesRoot.AddEngine(enemyDamageFX); //abstract engines var applyDamageEngine = new ApplyDamageToDamageableEntitiesEngine(entityStreamConsumerFactory); var cameraFollowTargetEngine = new CameraFollowingTargetEngine(time); var deathEngine = new DispatchKilledEntitiesEngine(); //abstract engines (don't need to know the entity type) _enginesRoot.AddEngine(applyDamageEngine); _enginesRoot.AddEngine(deathEngine); _enginesRoot.AddEngine(cameraFollowTargetEngine); //hud and sound engines var hudEngine = new HUDEngine(entityStreamConsumerFactory); var damageSoundEngine = new DamageSoundEngine(entityStreamConsumerFactory); var scoreEngine = new UpdateScoreEngine(entityStreamConsumerFactory); //other engines _enginesRoot.AddEngine(damageSoundEngine); _enginesRoot.AddEngine(hudEngine); _enginesRoot.AddEngine(scoreEngine); var unsortedEngines = new SurvivalUnsortedEnginesGroup(new FasterList <IStepEngine>( new IStepEngine[] { playerMovementEngine, playerInputEngine, playerGunShootingFXsEngine, playerSpawnerEngine, playerAnimationEngine, enemySpawnerEngine, enemyMovementEngine, cameraFollowTargetEngine, hudEngine, restartGameOnPlayerDeath } )); var unsortedDamageEngines = new DamageUnsortedEngines(new FasterList <IStepEngine>( new IStepEngine[] { applyDamageEngine, damageSoundEngine, deathEngine } )); //Svelto ECS doesn't provide a tick system, hence it doesn't provide a solution to solve the order of execution //However it provides some option if you want to use them like the SortedEnginesGroup. _enginesRoot.AddEngine(new TickEnginesGroup(new FasterList <IStepEngine>(new IStepEngine[] { unsortedEngines , playerShootingEngine , enemyDamageFX , enemyAttackEngine , unsortedDamageEngines , playerDeathEngine , enemyDeathEngine , scoreEngine }))); BuildGUIEntitiesFromScene(contextHolder, entityFactory); }