public override void Load() { EcsSystem system = null; system = this.AddSystem <healthSys>(); system = this.AddSystem <inpSys>(); }
public override void Load() { EcsSystem system = null; system = this.AddSystem <DebugSystem>(); system = this.AddSystem <DamageSystem>(); }
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); } } } }
public override void Load() { EcsSystem system = null; system = this.AddSystem <TestSystem>(); system = this.AddSystem <InputSystem>(); system = this.AddSystem <HealthSystem>(); }
public override void Load() { EcsSystem system = null; system = this.AddSystem <DamageSystem>(); system = this.AddSystem <InputSystem>(); system = this.AddSystem <MenuSystem>(); }
public override void Load() { EcsSystem system = null; system = this.AddSystem <TurretSystem>(); system = this.AddSystem <RigMoveSystem>(); system = this.AddSystem <InputSystem>(); system = this.AddSystem <PlayerSystem>(); }
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>(); }
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>(); }
/// <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; }
private static IEnumerable <Type> GetSystemComponentTypes(EcsSystem system) { return(system.GetType().BaseType?.GetGenericArguments() ?? throw new NullReferenceException($"Cannot set system signature: base type is null.")); }
public static void ExecuteHandler(this EcsSystem system, IEnumerator handlerMethod) { system.StartCoroutine(ExecuteAction(system, handlerMethod)); }