Esempio n. 1
0
 public void Initialize(Unity.Entities.World space)
 {
     controllerSystem       = space.GetOrCreateSystem <ControllerSystem>();
     playerControllerSystem = space.GetOrCreateSystem <PlayerInputSystem>();
     playerSkillsSystem     = space.GetOrCreateSystem <PlayerSkillsSystem>();
     AddSystemToUpdateList(controllerSystem);
     AddSystemToUpdateList(playerControllerSystem);
     AddSystemToUpdateList(playerSkillsSystem);
     playerSpawnSystem = space.GetOrCreateSystem <PlayerSpawnSystem>();
     AddSystemToUpdateList(playerSpawnSystem);
     cursorStateSystem = space.GetOrCreateSystem <CursorStateSystem>();
     AddSystemToUpdateList(cursorStateSystem);
     gameUISystem = space.GetOrCreateSystem <GameUISystem>();
     AddSystemToUpdateList(gameUISystem);
     playerInteractSystem = space.GetOrCreateSystem <PlayerInteractSystem>();
     AddSystemToUpdateList(playerInteractSystem);
 }
Esempio n. 2
0
 protected override void OnUpdate()
 {
     Entities.WithAll <Controller>().ForEach((Entity e, ref Controller controller) =>
     {
         if (controller.deviceID != 0)
         {
             if (controller.inputType == ((byte)DeviceType.Gamepad))
             {
                 foreach (Gamepad pad in Gamepad.all)
                 {
                     if (controller.deviceID == pad.deviceId)
                     {
                         controller.Value = ExtractGamepad(pad);
                     }
                 }
             }
             else if (controller.inputType == ((byte)DeviceType.KeyboardMouse))
             {
                 //foreach (Keyboard keyboard in Keyboard.all)
                 CheckKeyboard(ref controller, PlayerSpawnSystem.GetKeyboard(controller.deviceID));
             }
         }
     });
 }