private Services CreateAllSharedState(BouncyShooterOptions options) { var ss = new SharedState { ActorTypesCount = options.ActorTypesCount, BulletSpeed = options.BulletSpeed, FireTimeout = 1f / options.RateOfFire, ActorsCount = options.ActorsCount, ActorSpeed = options.ActorSpeed, BulletLifeTime = options.BulletLifeTime, ActorRadius = options.ActorRadius, BulletRadius = options.BulletRadius }; var allShared = new Services() { TimeService = new TimeService(), ActorService = new ActorService(), BulletService = new BulletService(), SharedState = ss }; if (options.IsRendering) { var bullet = options.BulletPrefab; var bulletViewService = new BulletViewService() { Pool = new Pool <Transform>( () => { var tr = Object.Instantiate(bullet).transform; tr.gameObject.SetActive(false); return(tr); }, 2), Views = new Dictionary <int, Transform>() }; var actor = options.ShooterPrefab; var actorViewService = new ActorViewService() { Pool = new Pool <Transform>( () => { var tr = Object.Instantiate(actor).transform; tr.gameObject.SetActive(false); return(tr); }, 2), Views = new Dictionary <int, Transform>() }; allShared.ActorViewService = actorViewService; allShared.BulletViewService = bulletViewService; } return(allShared); }
private SharedState CreateSharedState(BouncyShooterOptions options) { var ss = new SharedState { ActorTypesCount = options.ActorTypesCount, BulletSpeed = options.BulletSpeed, FireTimeout = 1f / options.RateOfFire, ActorsCount = options.ActorsCount, ActorSpeed = options.ActorSpeed, BulletLifeTime = options.BulletLifeTime, ActorRadius = options.ActorRadius, BulletRadius = options.BulletRadius }; return(ss); }
public EcsliteV1BouncyShooterBenchmark(BenchmarkOptions options) { _options = (BouncyShooterOptions)options; }
public LeoEcsResizeBouncyShooterBenchmark(BenchmarkOptions options) { _options = (BouncyShooterOptions)options; _isRendering = this._options.IsRendering; }