public WorldCommandSender(Entity entity, World world) { this.entity = entity; IsValid = true; callbackSystem = world.GetOrCreateSystem <CommandCallbackSystem>(); // todo check if this exists probably put getting this in a static function that does it in one place commandSystem = world.GetExistingSystem <CommandSystem>(); }
internal DependentDataComponentCommandSender(Entity entity, World world) { this.entity = entity; callbackSystem = world.GetOrCreateSystem <CommandCallbackSystem>(); // todo check that this exists commandSender = world.GetExistingSystem <CommandSystem>(); IsValid = true; }
internal DependentDataComponentCommandReceiver(World world, Entity entity, EntityId entityId) { this.entityId = entityId; callbackSystem = world.GetOrCreateSystem <CommandCallbackSystem>(); commandSystem = world.GetExistingSystem <CommandSystem>(); // should check the system actually exists IsValid = true; }
internal PlayerHeartbeatClientCommandSender(Entity entity, World world) { this.entity = entity; callbackSystem = world.GetOrCreateSystem <CommandCallbackSystem>(); // todo check that this exists commandSender = world.GetExistingSystem <CommandSystem>(); IsValid = true; }
internal BlittableComponentCommandReceiver(World world, Entity entity, EntityId entityId) { this.entityId = entityId; callbackSystem = world.GetOrCreateManager <CommandCallbackSystem>(); commandSystem = world.GetExistingManager <CommandSystem>(); // should check the system actually exists IsValid = true; }
internal BlittableComponentCommandSender(Entity entity, World world) { this.entity = entity; callbackSystem = world.GetOrCreateManager <CommandCallbackSystem>(); // todo check that this exists commandSender = world.GetExistingManager <CommandSystem>(); IsValid = true; }