public override void Initialize() { base.Initialize(); AudioSystem = Get <AudioSystem>(); ActSystem = Get <ActSystem>(); }
public void Trigger(IEntity owner, IRobustRandom random, ActSystem actSystem) { Triggered = true; PlaySound(owner); DoSpawn(owner, random); DoActs(owner, actSystem); }
private void DoActs(IEntity owner, ActSystem acts) { if ((Acts & (int)ThresholdActs.Breakage) != 0) { acts.HandleBreakage(owner); } if ((Acts & (int)ThresholdActs.Destruction) != 0) { acts.HandleDestruction(owner); } }
public void EnterWorld(int mapID) { Ect = new EffectSystem(); Fly = new FlywordSystem(); Hud = new HUDSystem(); Act = new ActSystem(); Nts = new NodeTreeSystem(); Plt = new PlotSystem(); Cut = new VideoSystem(); WorldMap = new GameObject("FTWorldMap").AddComponent <FTWorldMap>(); WorldMap.MapLoadFinish = OnLoadMapFinished; WorldMap.EnterWorld(mapID); }
public void EnterWorld(int mapID) { Lvl = GameObject.FindObjectOfType <LevelSystem>(); if (Lvl == null) { GameObject go = new GameObject("LevelSystem"); Lvl = go.AddComponent <LevelSystem>(); } else { Lvl.DelAllElements(); } CharacterManager.Instance.SetRoot(Lvl.transform); Ect = new EffectSystem(); Fly = new FlywordSystem(); Hud = new HUDSystem(); Act = new ActSystem(); Nts = new NodeTreeSystem(); Plt = new PlotSystem(); Cut = new VideoSystem(); Lvl.Id = mapID; Lvl.Startup(); }
public override void Initialize() { base.Initialize(); ActSystem = _entitySystemManager.GetEntitySystem <ActSystem>(); }
public override void Initialize() { base.Initialize(); _actSystem = EntitySystem.Get <ActSystem>(); }