コード例 #1
0
 public DeadSystem()
 {
     instance = this;
 }
コード例 #2
0
    private void Awake()
    {
        PlayerList   = new List <BasicEntity> ();
        EnemyList    = new List <BasicEntity> ();
        basicSystems = new List <BasicSystem> ();

        //找到对应game object动态加载实体

        ////动态加载模块
        //AttackComponent attackComponent = GameObject.Find ("HealthyCube").AddComponent<AttackComponent> ();
        ////必须执行,依次加载组件的初始化,动态加载的组件会在组件管理器中注册
        //attackComponent.Init (ComponentType.Attack, cube);

        ////必须执行,最后初始化实体,它会把直接挂载在game object上的组件一起注册
        //cube.Init ();

        //PlayerList.Add (cube);

        DeadSystem deadSystem = new DeadSystem();

        deadSystem.M_LinkedType = ComponentType.Dead;

        HideSystem hideSystem = new HideSystem();

        hideSystem.M_LinkedType = ComponentType.Hide;

        MoveSystem moveSystem = new MoveSystem();

        moveSystem.M_LinkedType = ComponentType.Move;

        AttackSystem attackSystem = new AttackSystem();

        attackSystem.M_LinkedType = ComponentType.Attack;

        InputSystem inputSystem = new InputSystem();

        inputSystem.M_LinkedType = ComponentType.Input;

        UISystem uiSystem = new UISystem();

        uiSystem.M_LinkedType = ComponentType.UI;

        CheerUpSystem cheerUpSystem = new CheerUpSystem();

        cheerUpSystem.M_LinkedType = ComponentType.CheerUp;

        MonitorSystem monitorSystem = new MonitorSystem();

        monitorSystem.M_LinkedType = ComponentType.Monitor;

        KnockSystem knockSystem = new KnockSystem();

        knockSystem.M_LinkedType = ComponentType.Knock;

        ItemSystem itemSystem = new ItemSystem();

        itemSystem.M_LinkedType = ComponentType.Item;

        AISystem aiSystem = new AISystem();

        aiSystem.M_LinkedType = ComponentType.AI;

        basicSystems.Add(deadSystem);
        basicSystems.Add(hideSystem);
        basicSystems.Add(moveSystem);
        basicSystems.Add(attackSystem);
        basicSystems.Add(inputSystem);
        basicSystems.Add(uiSystem);
        basicSystems.Add(cheerUpSystem);
        basicSystems.Add(monitorSystem);
        basicSystems.Add(knockSystem);
        basicSystems.Add(itemSystem);
        basicSystems.Add(aiSystem);
    }