Esempio n. 1
0
        protected override async Task LoadContent()
        {
            await base.LoadContent();

            entityA = SceneSystem.SceneInstance.RootScene.Entities.FirstOrDefault(x => x.Name == "A");
            entityB = SceneSystem.SceneInstance.RootScene.Entities.FirstOrDefault(x => x.Name == "B");

            entityA.Add(controllerA = new PlayerController());
            entityB.Add(controllerB = new PlayerController());

            var dynamicNavigation = (DynamicNavigationMeshSystem)GameSystems.FirstOrDefault(x => x is DynamicNavigationMeshSystem);

            if (dynamicNavigation != null)
            {
                dynamicNavigation.Enabled = false;
            }

            Script.AddTask(RunAsyncTests);
        }
Esempio n. 2
0
        protected override async Task LoadContent()
        {
            await base.LoadContent();

            entityA = SceneSystem.SceneInstance.RootScene.Entities.FirstOrDefault(x => x.Name == "A");
            entityB = SceneSystem.SceneInstance.RootScene.Entities.FirstOrDefault(x => x.Name == "B");

            entityA.Add(controllerA = new PlayerController());
            entityB.Add(controllerB = new PlayerController());

            filterAB = SceneSystem.SceneInstance.RootScene.Entities.FirstOrDefault(x => x.Name == "FilterAB");
            filterB  = SceneSystem.SceneInstance.RootScene.Entities.FirstOrDefault(x => x.Name == "FilterB");

            dynamicNavigation = (DynamicNavigationMeshSystem)GameSystems.FirstOrDefault(x => x is DynamicNavigationMeshSystem);
            if (dynamicNavigation == null)
            {
                throw new Exception("Failed to find dynamic navigation mesh system");
            }

            dynamicNavigation.AutomaticRebuild = false;
            dynamicNavigation.Enabled          = true;

            Script.AddTask(RunAsyncTests);
        }