Esempio n. 1
0
    Systems createSystems(Pool pool)
    {
        #if (UNITY_EDITOR)
        return new DebugSystems()
        #else
        return new Systems()
        #endif
            .Add(pool.CreateGameBoardSystem())
            .Add(pool.CreateCreateGameBoardCacheSystem())
            .Add(pool.CreateFallSystem())
            .Add(pool.CreateFillSystem())

            .Add(pool.CreateProcessInputSystem())

            .Add(pool.CreateRemoveViewSystem())
            .Add(pool.CreateAddViewSystem())
            .Add(pool.CreateRenderPositionSystem())

            .Add(pool.CreateDestroySystem())
            .Add(pool.CreateScoreSystem());
    }
Esempio n. 2
0
	Systems createSystems(Pool pool)
	{
		#if (UNITY_EDITOR)
		return new DebugSystems()
        #else
        return new Systems()
        #endif
			// Input
			.Add(pool.CreateProcessInputSystem())
			// Update
			.Add(pool.CreateEnemySpawnerSystem())
			.Add(pool.CreatePlayerSystem())
			.Add(pool.CreateEnergySystem())
			.Add(pool.CreateCoroutineSystem())
			.Add(pool.CreateMoveSystem())
			.Add(pool.CreateShieldSystem())
			// Collisions
			.Add(pool.CreateScreenCollisionPositionSystem())
			.Add(pool.CreateScreenCollisionDestroySystem())
			.Add(pool.CreateCollisionDamageSystem())
			// Game Logic
			.Add(pool.CreateImmortalSystem())
			.Add(pool.CreateFlashSystem())
			.Add(pool.CreateDamageSystem())
			.Add(pool.CreateHealthSystem())
			.Add(pool.CreateLifeSystem())
			.Add(pool.CreateScoreSystem())
			// Render
			.Add(pool.CreateLeaderboardSystem())
			.Add(pool.CreateCameraShakeSystem())
			.Add(pool.CreateMapSystem())
			.Add(pool.CreateScoreRenderSystem())
			.Add(pool.CreateLifeRenderSystem())
			.Add(pool.CreateRemoveViewSystem())
			.Add(pool.CreateAddViewSystem())
			.Add(pool.CreateRenderPositionSystem())
			.Add(pool.CreateRotateViewSystem())
			// Cleanup
			.Add(pool.CreateDestroySystem());
	}
    Systems createSystems(Pool pool)
    {
        #if (UNITY_EDITOR)
        return new DebugSystems()
        #else
        return new Systems()
        #endif
            .Add(pool.CreateCreatePlayerSystem())
            .Add(pool.CreateCreateOpponentsSystem())
            .Add(pool.CreateCreateFinishLineSystem())

            .Add(pool.CreateRemoveViewSystem())
            .Add(pool.CreateAddViewSystem())

            .Add(pool.CreateInputSystem())
            .Add(pool.CreateAccelerateSystem())
            .Add(pool.CreateMoveSystem())
            .Add(pool.CreateReachedFinishSystem())
            .Add(pool.CreateRenderPositionSystem())

            .Add(pool.CreateDestroySystem());
    }
    Systems createSystems(Pool pool)
    {
        #if (UNITY_EDITOR)
        return new DebugSystems()
        #else
        return new Systems()
        #endif
            .Add(pool.CreateGameBoardSystem())
            .Add(pool.CreateCreateGameBoardCacheSystem())
            .Add(pool.CreateFallSystem())
            .Add(pool.CreateFillSystem())

            .Add(pool.CreateProcessInputSystem())

            .Add(pool.CreateRemoveViewSystem())
            .Add(pool.CreateAddViewSystem())
            .Add(pool.CreateRenderPositionSystem())

            //this will send the position of a soon to be destoyed entity
            .Add(pool.CreateSendSystem())
            .Add(pool.CreateDestroySystem())
            .Add(pool.CreateScoreSystem());
    }