public void AddedToEngine(AntEngine aEngine) { _magnetNodes = aEngine.GetNodes <MagnetNode>(); _magnetableNodes = aEngine.GetNodes <MagnetableNode>(); _gameCore = GameObject.Find("Game").GetComponent <GameCore>(); _engine = aEngine; }
public override void AddedToEngine(AntEngine aEngine) { base.AddedToEngine(aEngine); _magnetNodes = aEngine.GetNodes <MagnetNode>(); _magnetableNodes = aEngine.GetNodes <MagnetableNode>(); _gameCore = GameObject.Find("Game").GetComponent <GameCore>(); }
private void Start() { engine = new AntEngine(); // Инициализация сценариев. engine.Add(new GameplayScenario(), SystemPriority.gameplay); // Инициализация игровых объектов находящихся на сцене. engine.AddEntitiesFromHierarchy(transform); }
public override void RemovedFromEngine(AntEngine aEngine) { Remove <AIControlSystem>(); Remove <DropperSystem>(); Remove <HealthSystem>(); Remove <MagnetSystem>(); Remove <MovementSystem>(); Remove <PlayerControlSystem>(); Remove <SpawnSystem>(); base.RemovedFromEngine(aEngine); }
public override void AddedToEngine(AntEngine aEngine) { base.AddedToEngine(aEngine); Add <AIControlSystem>(); Add <DropperSystem>(); Add <HealthSystem>(); Add <MagnetSystem>(); Add <MovementSystem>(); Add <PlayerControlSystem>(); Add <SpawnSystem>(); }
public override void AddedToEngine(AntEngine aEngine) { _healthNodes = aEngine.GetNodes <HealthNode>(); // Подписываемся на события добавления/удаления игровых объектов обладающих // компонентом здоровья чтобы создавать/удалять панели здоровья для них. _healthNodes.EventNodeAdded += OnHealthNodeAdded; _healthNodes.EventNodeRemoved += OnHealthNodeRemoved; // Ищим игровой объект, т.к. в нем указан префаб для панелей здоровья. _gameCore = GameObject.Find("Game").GetComponent <GameCore>(); _healthBars = new List <KeyValuePair <HealthNode, HealthBar> >(); }
private void Start() { engine = new AntEngine(); // Инициализация игровых систем в движок. engine.AddSystem(new MovementSystem(), SystemPriority.movementSystem); engine.AddSystem(new PlayerControlSystem(), SystemPriority.playerControlSystem); engine.AddSystem(new AIControlSystem(), SystemPriority.aiControlSystem); engine.AddSystem(new MagnetSystem(), SystemPriority.magnetSystem); engine.AddSystem(new HealthSystem(), SystemPriority.healthSystem); engine.AddSystem(new DropperSystem(), SystemPriority.dropperSystem); engine.AddSystem(new SpawnSystem(), SystemPriority.spawnSystem); // Инициализация игровых объектов находящихся на сцене. engine.AddEntitiesFromHierarchy(transform); }
public override void RemovedFromEngine(AntEngine aEngine) { _dropperNodes = null; _magnetableNodes = null; }
public override void AddedToEngine(AntEngine aEngine) { _dropperNodes = aEngine.GetNodes <DropperNode>(); _magnetableNodes = aEngine.GetNodes <MagnetableNode>(); }
public void RemovedFromEngine(AntEngine aEngine) { _spawnerNodes = null; _healthNodes.EventNodeRemoved -= OnHealthNodeRemoved; _healthNodes = null; }
public void AddedToEngine(AntEngine aEngine) { _spawnerNodes = aEngine.GetNodes <SpawnerNode>(); _healthNodes = aEngine.GetNodes <HealthNode>(); _healthNodes.EventNodeRemoved += OnHealthNodeRemoved; }
public void RemovedFromEngine(AntEngine aEngine) { _healthNodes = null; _engine = null; }
public void RemovedFromEngine(AntEngine aEngine) { _aiNodes = null; }
public virtual void AddedToEngine(AntEngine aEngine) { // .. }
public void RemovedFromEngine(AntEngine aEngine) { _movementNodes = null; _healthNodes = null; }
public void RemovedFromEngine(AntEngine aEngine) { _magnetNodes = null; _magnetableNodes = null; _engine = null; }
public override void AddedToEngine(AntEngine aEngine) { _playerNodes = aEngine.GetNodes <PlayerControlNode>(); }
public override void RemovedFromEngine(AntEngine aEngine) { _healthNodes = null; }
public override void AddedToEngine(AntEngine aEngine) { base.AddedToEngine(aEngine); _movementNodes = aEngine.GetNodes <MovementNode>(); _healthNodes = aEngine.GetNodes <HealthNode>(); }
public void AddedToEngine(AntEngine aEngine) { _movementNodes = aEngine.GetNodes <MovementNode>(); _healthNodes = aEngine.GetNodes <HealthNode>(); }
public override void RemovedFromEngine(AntEngine aEngine) { base.RemovedFromEngine(aEngine); _movementNodes = null; _healthNodes = null; }
public override void RemovedFromEngine(AntEngine aEngine) { base.RemovedFromEngine(aEngine); _playerNodes = null; }
public override void RemovedFromEngine(AntEngine aEngine) { base.RemovedFromEngine(aEngine); _magnetNodes = null; _magnetableNodes = null; }
public void AddedToEngine(AntEngine aEngine) { _aiNodes = aEngine.GetNodes <AIControlNode>(); }
public virtual void RemovedFromEngine(AntEngine aEngine) { // .. }
public void RemovedFromEngine(AntEngine aEngine) { _playerNodes = null; }