Esempio n. 1
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        public EquipmentSystem()
        {
            NodeFilter <EquipmentNode> .Setup(EquipmentNode.GetTypes());

            EntityController.RegisterReceiver(new EventReceiverFilter(this, new[] {
                typeof(Equipment)
            }));
        }
Esempio n. 2
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        public SensorSystem()
        {
            NodeFilter <SensorDetectingNode> .Setup(SensorDetectingNode.GetTypes());

            _sensorNodes = EntityController.GetNodeList <SensorDetectingNode>();
            NodeFilter <UnitySensorNode> .Setup(UnitySensorNode.GetTypes());

            _unitySensorNodes = EntityController.GetNodeList <UnitySensorNode>();
            EntityController.RegisterReceiver(new EventReceiverFilter(this, new[] {
                typeof(SensorTargetsComponent)
            }));
        }
Esempio n. 3
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        public MoverSystem()
        {
            NodeFilter <ForwardMoverNode> .Setup(ForwardMoverNode.GetTypes());

            _forwardMovers = EntityController.GetNodeList <ForwardMoverNode>();
            NodeFilter <RotateToNode> .Setup(RotateToNode.GetTypes());

            _rotators = EntityController.GetNodeList <RotateToNode>();
            NodeFilter <SimpleMoverNode> .Setup(SimpleMoverNode.GetTypes());

            _simpleMovers = EntityController.GetNodeList <SimpleMoverNode>();
            NodeFilter <ArcMoverNode> .Setup(ArcMoverNode.GetTypes());

            _arcMovers = EntityController.GetNodeList <ArcMoverNode>();
        }
Esempio n. 4
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        public static void Setup()
        {
            IsSetup = true;
            if (Instance == null)
            {
                return;
            }
            NodeFilter <VisibleNode> .Setup(VisibleNode.GetTypes());

            NodeFilter <CharacterNode> .Setup(CharacterNode.GetTypes());

            NodeFilter <CollidableNode> .Setup(CollidableNode.GetTypes());

            Get <AnimatorSystem>();
            Get <CommandSystem>();
            Get <CollisionCheckSystem>();
            Get <DespawnEntitySystem>();
            Get <DistanceSystem>();
            Get <FactionSystem>();
            Get <ItemSceneSystem>();
            Get <ModifierSystem>();
            Get <MoverSystem>();
            Get <PhysicsMoverSystem>();
            Get <CharacterRectSystem>();
            Get <SensorSystem>();
            Get <EntityUIPoolSystem>();

            var assemblies = AppDomain.CurrentDomain.GetAssemblies();

            for (int a = 0; a < assemblies.Length; a++)
            {
                var types = assemblies[a].GetTypes();
                for (int t = 0; t < types.Length; t++)
                {
                    var type = types[t];
                    if (type.IsDefined(typeof(AutoRegisterAttribute), false))
                    {
                        CreateSystem(type);
                    }
                }
            }
        }
Esempio n. 5
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 public ContainerSystem()
 {
     NodeFilter <ContainerItemNode> .Setup(ContainerItemNode.GetTypes());
 }
Esempio n. 6
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        public FlightNpcSystem()
        {
            NodeFilter <NpcFlyingNode> .Setup(NpcFlyingNode.GetTypes());

            _flyingList = EntityController.GetNodeList <NpcFlyingNode>();
        }
Esempio n. 7
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        public DirectionalSpriteSystem()
        {
            NodeFilter <DirectionalSpriteNode> .Setup(DirectionalSpriteNode.GetTypes());

            _directionalComponents = EntityController.GetNodeList <DirectionalSpriteNode>();
        }
Esempio n. 8
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 public ActionSystem()
 {
     NodeFilter <ActionUsingNode> .Setup(ActionUsingNode.GetTypes());
 }
Esempio n. 9
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 public ProjectileSystem()
 {
     NodeFilter <ProjectileNode> .Setup(ProjectileNode.GetTypes());
 }
Esempio n. 10
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        public FlightPhysicsSystem()
        {
            NodeFilter <FlyingNode> .Setup(FlyingNode.GetTypes());

            _flyingList = EntityController.GetNodeList <FlyingNode>();
        }
Esempio n. 11
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        public CollisionCheckSystem()
        {
            NodeFilter <CollisionCheckForwardNode> .Setup(CollisionCheckForwardNode.GetTypes());

            _list = EntityController.GetNodeList <CollisionCheckForwardNode>();
        }
Esempio n. 12
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        public MapSystem()
        {
            NodeFilter <UnitOccupyingCellNode> .Setup(UnitOccupyingCellNode.GetTypes());

            _nodeList = EntityController.GetNodeList <UnitOccupyingCellNode>();
        }