// private static GameObject _prefab; protected override void OnCreateManager() { _componentGroup = GetComponentGroup( ComponentType.Create <FiringComponent>(), ComponentType.Create <Position>(), ComponentType.Create <Rotation>()); _componentGroup.SetFilterChanged(ComponentType.Create <FiringComponent>()); }
protected override void OnCreateManager(int capacity) { _componentGroup = GetComponentGroup( Create <Firing>(), Create <Position>(), Create <Rotation>()); _componentGroup.SetFilterChanged(Create <Firing>()); // only operate when this component is added }
protected override void OnCreateManager() { projectileSpawnOriginGroup = GetComponentGroup( ComponentType.Create <Firing>(), ComponentType.Create <Position>(), ComponentType.Create <Rotation>() ); projectileSpawnOriginGroup.SetFilterChanged(ComponentType.Create <Firing>()); }
protected override void OnCreateManager() { _renderersWithAlpha = GetComponentGroup(ComponentType.ReadOnly <SpriteRenderer>(), ComponentType.ReadOnly <FloatContainerAsAlpha>(), ComponentType.ReadOnly <FloatContainer>()); _renderersWithAlpha.SetFilterChanged(ComponentType.ReadOnly <FloatContainer>()); }
protected override void OnCreateManager() { ChangeGroup = GetComponentGroup(typeof(EcsTestData)); ChangeGroup.SetFilterChanged(typeof(EcsTestData)); }
protected override void OnCreateManager() { _adderGroup = GetComponentGroup(typeof(Adder)); _adderGroup.SetFilterChanged(ComponentType.Create <Adder>()); }