Esempio n. 1
0
    protected void Awake()
    {
        FilterRules weaponHolderFilterRules = FilterRulesBuilder.SetupHasTagBuilder("WeaponDisplay")
                                              .AddHasComponentRule <Weapon>(true).Result();

        _weaponHolderFilter = EntityFilter.Create(weaponHolderFilterRules, OnEntityTracked, OnEntityUntracked);
    }
 protected override FilterRules InitializeFilterRules(FilterRulesBuilder builder)
 {
     return(builder.AddTagRule(FEATURE_TAG, TagFilterType.HasAnyTag)
            .AddHasComponentRule <MovementComp>(true)
            .AddHasComponentRule <TargetingComp>(true)
            .AddHasComponentRule <TimelinesComp>(true)
            .Result());
 }
Esempio n. 3
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    protected void Awake()
    {
        FilterRules playerFilterRules = FilterRulesBuilder.SetupHasTagBuilder("Player")
                                        .AddHasComponentRule <PlatformerMov2D>(true)
                                        .AddHasComponentRule <Weapon>(true)
                                        .Result();

        _playerControllerFilter = EntityFilter.Create(playerFilterRules, null, null);
    }
Esempio n. 4
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    protected override void Awake()
    {
        base.Awake();

        _health = gameObject.GetComponent <Health>();

        FilterRules waypointsFilterRules = FilterRulesBuilder.SetupNoTagsBuilder()
                                           .AddHasComponentRule <AIPath>(true).Result();

        _waypointsFilter = EntityFilter.Create(waypointsFilterRules, null, null);
    }