Esempio n. 1
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        public override void Load()
        {
            EcsSystem system = null;

            system = this.AddSystem <healthSys>();
            system = this.AddSystem <inpSys>();
        }
Esempio n. 2
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        public override void Load()
        {
            EcsSystem system = null;

            system = this.AddSystem <DebugSystem>();
            system = this.AddSystem <DamageSystem>();
        }
Esempio n. 3
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        public static IEnumerator ExecuteAction(this EcsSystem system, IEnumerator actionMethod)
        {
            if (actionMethod != null)
            {
                // Move through each item of the routine
                while (actionMethod.MoveNext())
                {
                    // Intercept actions
                    var current = actionMethod.Current;
                    var action  = current as UFAction;

                    if (action != null)
                    {
                        var actionExecute = system.ExecuteAction(action.Perform());
                        if (actionExecute != null)
                        {
                            while (actionExecute.MoveNext())
                            {
                                yield return(actionExecute.Current);
                            }
                        }
                    }
                    else
                    {
                        // Return it as normal
                        yield return(current);
                    }
                }
            }
        }
Esempio n. 4
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        public override void Load()
        {
            EcsSystem system = null;

            system = this.AddSystem <TestSystem>();
            system = this.AddSystem <InputSystem>();
            system = this.AddSystem <HealthSystem>();
        }
Esempio n. 5
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        public override void Load()
        {
            EcsSystem system = null;

            system = this.AddSystem <DamageSystem>();
            system = this.AddSystem <InputSystem>();
            system = this.AddSystem <MenuSystem>();
        }
Esempio n. 6
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        public override void Load()
        {
            EcsSystem system = null;

            system = this.AddSystem <TurretSystem>();
            system = this.AddSystem <RigMoveSystem>();
            system = this.AddSystem <InputSystem>();
            system = this.AddSystem <PlayerSystem>();
        }
Esempio n. 7
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        public override void Load()
        {
            EcsSystem system = null;

            system = this.AddSystem <GestureInputSystem>();
            system = this.AddSystem <SpawnEvent>();
            system = this.AddSystem <InputSystem>();
            system = this.AddSystem <GUISystem>();
            system = this.AddSystem <GroupSystem>();
        }
        public override void Load()
        {
            EcsSystem system = null;

            system = this.AddSystem <UserSystem>();
            system = this.AddSystem <Camera>();
            system = this.AddSystem <LobbySystem>();
            system = this.AddSystem <PhotonSystem>();
            system = this.AddSystem <RoomSystem>();
            system = this.AddSystem <Kernel>();
            system = this.AddSystem <UserInput>();
        }
        public override void Load()
        {
            EcsSystem system = null;

            system = this.AddSystem <ScrollSystem>();
            system = this.AddSystem <WeaponInputSystem>();
            system = this.AddSystem <FxSystem>();
            system = this.AddSystem <HazardSystem>();
            system = this.AddSystem <WavesGameSystem>();
            system = this.AddSystem <WeaponSystem>();
            system = this.AddSystem <UISystem>();
            system = this.AddSystem <PlayerMovementSystem>();
            system = this.AddSystem <PlayerSystem>();
            system = this.AddSystem <EnemyAISystem>();
        }
Esempio n. 10
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        public override void Load()
        {
            EcsSystem system = null;

            system = this.AddSystem <PlayFabPlayerStatsSystem>();
            system = this.AddSystem <PlayerDataSystem>();
            system = this.AddSystem <SettingsSystem>();
            system = this.AddSystem <NotificationSystem>();
            system = this.AddSystem <PlayerStatsSystem>();
            system = this.AddSystem <PlayfabTitleDataSystem>();
            system = this.AddSystem <PlayFabPlayerDataSystem>();
            system = this.AddSystem <DemoPlayerSystem>();
            system = this.AddSystem <LoginSystem>();
            system = this.AddSystem <LoginUISystem>();
            system = this.AddSystem <PlayfabLoginSystem>();
            system = this.AddSystem <GameSystem>();
            system = this.AddSystem <NotificationsUISystem>();
        }
Esempio n. 11
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 /// <summary>Add the specified system to the scene.</summary>
 /// <param name="system">The system to add.</param>
 public void AddSystem(EcsSystem system)
 {
     m_Systems.Add(system);
     system.Scene = this;
 }
Esempio n. 12
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 private static IEnumerable <Type> GetSystemComponentTypes(EcsSystem system)
 {
     return(system.GetType().BaseType?.GetGenericArguments()
            ?? throw new NullReferenceException($"Cannot set system signature: base type is null."));
 }
Esempio n. 13
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 public static void ExecuteHandler(this EcsSystem system, IEnumerator handlerMethod)
 {
     system.StartCoroutine(ExecuteAction(system, handlerMethod));
 }