public void ReplaceKeyInputService(IKeyInputService newInstance) { var index = GameComponentsLookup.KeyInputService; var component = (KeyInputServiceComponent)CreateComponent(index, typeof(KeyInputServiceComponent)); component.instance = newInstance; ReplaceComponent(index, component); }
public GameEntity SetKeyInputService(IKeyInputService newInstance) { if (hasKeyInputService) { throw new Entitas.EntitasException("Could not set KeyInputService!\n" + this + " already has an entity with KeyInputServiceComponent!", "You should check if the context already has a keyInputServiceEntity before setting it or use context.ReplaceKeyInputService()."); } var entity = CreateEntity(); entity.AddKeyInputService(newInstance); return(entity); }
public void ReplaceKeyInputService(IKeyInputService newInstance) { var entity = keyInputServiceEntity; if (entity == null) { entity = SetKeyInputService(newInstance); } else { entity.ReplaceKeyInputService(newInstance); } }
public Services(ILogService log, IViewService view, IMouseInputService mouseInput, ILoadConfigService loadConfig, ISceneService scene, ICoroutineService coroutine, IKeyInputService keyInput, ITimeService time, IPhysicsService physics, INetworkService network, ILocalStorageService localStorage, IFileService file, ISettingService setting) { Log = log; View = view; MouseInput = mouseInput; LoadConfig = loadConfig; Scene = scene; Coroutine = coroutine; KeyInput = keyInput; Time = time; Physics = physics; Network = network; LocalStorage = localStorage; File = file; Setting = setting; }
public RegisterKeyInputServiceSystem(Contexts contexts, IKeyInputService keyInputService) { _context = contexts.game; _keyInputService = keyInputService; }