public DeadSystem() { instance = this; }
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); }