public static ISystem CreateSystem(this Pool pool, Type systemType) { var system = (ISystem)Activator.CreateInstance(systemType); return(pool.CreateSystem(system)); }
public static Systems GetSystems(Pool pool) { #if (UNITY_EDITOR) return new DebugSystems() #else return new Systems() #endif // Initialize .Add(pool.CreateSystem<RemoveViewSystem>()) .Add(pool.CreateSystem<AddViewSystem>()) .Add(pool.CreateSystem<CreatePilotsSystem>()) .Add(pool.CreateSystem<StartGameSystem>()) .Add(pool.CreateSystem<CreateEventsSystem>()) .Add(pool.CreateSystem<CreateAircraftSystem>()) .Add(pool.CreateSystem<PauseSystem>()) .Add(pool.CreateSystem<TimeSystem>()) .Add(pool.CreateSystem<UINavigationSystem>()) .Add(pool.CreateSystem<EventPredicateCheckingSystem>()) .Add(pool.CreateSystem<EventResolutionSystem>()); }
public static ISystem CreateSystem <T>(this Pool pool) where T : ISystem, new() { return(pool.CreateSystem(typeof(T))); }
private Systems CreateSystems(Pool pool) { #if (UNITY_EDITOR) return new DebugSystems() #else return new Systems() #endif .Add(pool.CreateSystem<TickingSystem>()) .Add(pool.CreateSystem<PositionUpdatingSystem>()) .Add(pool.CreateSystem<RenderForceSystem>()) .Add(pool.CreateSystem<BulletCollisionSystem>()) .Add(pool.CreateSystem<AddViewSystem>()) .Add(pool.CreateSystem<LevelStartingSystem>()) .Add(pool.CreateSystem<SpaceshipControlsSystem>()) .Add(pool.CreateSystem<AddRigidbodySystem>()) .Add(pool.CreateSystem<AgingSystem>()) .Add(pool.CreateSystem<MaxAgeSystem>()) .Add(pool.CreateSystem<AsteroidSplittingSystem>()) .Add(pool.CreateSystem<RenderRotationSystem>()) .Add(pool.CreateSystem<GunFiringSystem>()) .Add(pool.CreateSystem<GunCooldownSystem>()) .Add(pool.CreateSystem<LevelEndingSystem>()) .Add(pool.CreateSystem<SpaceshipRespawningSystem>()) .Add(pool.CreateSystem<SpaceshipCollisionSystem>()) .Add(pool.CreateSystem<InputDestructionSystem>()) .Add(pool.CreateSystem<BoundsWrappingSystem>()) .Add(pool.CreateSystem<RenderPositionSystem>()) .Add(pool.CreateSystem<RemoveViewSystem>()) .Add(pool.CreateSystem<DestroyingSystem>()); }