Exemple #1
0
        public static void Release(this int entity)
        {
            var composer = new EntityComposer(entity, 1);

            composer.Add <ComponentRelease>();
            composer.Deploy();
        }
Exemple #2
0
        // usually you dont need Update method.
        void Update()
        {
            if (Input.GetKeyDown(KeyCode.Q))
            {
                // create new player
                var composer = new EntityComposer(2);
                var cPlayer  = composer.Add <ComponentPlayer>();
                var cObject  = composer.Add <ComponentObject>();
                cPlayer.name      = playerNames.Random();
                cObject.transform = this.Populate("Obj Player", Vector3.zero, Quaternion.identity);
                cObject.transform.AddGet <MonoEntity>().entity = composer.entity;
                composer.Deploy();
            }

            if (Input.GetKeyDown(KeyCode.W))
            {
                // groups can be global static!
                var players = ProcessingPlayer.group_players;

                foreach (var entity in players)
                {
                    // add new component to selected player entity
                    var composer = new EntityComposer(entity, 1);
                    var cWeapon  = composer.Add <ComponentWeapon>();
                    cWeapon.name = weaponNames.Random();
                    composer.Deploy();
                }
            }
        }
        public ProcessingSimpleSM()
        {
            // fill stateMap with methods
            stateMap.Add(Tag.StateIdle, HandleStateIdle);
            stateMap.Add(Tag.StateMove, HandleStateMove);
            stateMap.Add(Tag.StateAttack, HandleStateAttack);

            // create turret

            var composer = new EntityComposer(1);

            composer.Add <ComponentTurret>();
            composer.Deploy();
        }