private void InjectEditorData() { // static olds TurretSpawnerSystem.turretData = data.turrets; WaveModeSystem.waveData = data.waves; // new bulletSystemGroup.SetMeta(data); itemSystemGroup.SetMeta(data); skillSystemGroup.SetMeta(data); characterSystemGroup.SetMeta(data); cameraSystemGroup.SetMeta(data); gameSystemGroup.SetMeta(data); voxelSystemGroup.SetMeta(data); uiSystemGroup.SetMeta(data); }
private void InitECS() { if (space != null) { return; } types = new List <Type>(); types.Add(typeof(VoxelSystemGroup)); types.Add(typeof(WorldSystemGroup)); types.AddRange(SystemsManager.GetUnityTypes()); space = SystemsManager.CreateWorld(types, "Zaker"); VoxelSystemGroup voxelSystemGroup = space.GetOrCreateSystem <VoxelSystemGroup>(); WorldSystemGroup worldSystemGroup = space.GetOrCreateSystem <WorldSystemGroup>(); worldSystemGroup.Initialize(space); voxelSystemGroup.Initialize(space); worldSystemGroup.CombineWithVoxels(voxelSystemGroup); voxelSystemGroup.SetMeta(gameDatam); EditorApplication.update += UpdateEditorWindow; // add camera systems // zoom into mesh // Add render texture of camera to this UI }