public static void Start() { // Attach an EgoComponent Component to each GameObject var gameObjects = Object.FindObjectsOfType <GameObject>(); var egoComponents = new List <EgoComponent>(); foreach (var gameObject in gameObjects) { var egoComponent = gameObject.GetComponent <EgoComponent>(); if (!egoComponent) { egoComponent = gameObject.AddComponent <EgoComponent>(); } egoComponent.CreateMask(); egoComponents.Add(egoComponent); } // Create System bundles foreach (var system in _systems) { system.CreateBundles(egoComponents.ToArray()); } // Start all Systems foreach (var system in _systems) { system.Start(); } // Invoke all queued Events EgoEvents.Invoke(); // Clean up Destroyed Components & GameObjects EgoCleanUp.CleanUp(); }
public static void Destroy(GameObject gameObject) { var egoComponent = gameObject.GetComponent <EgoComponent>(); EgoEvents <DestroyedGameObject> .AddEvent(new DestroyedGameObject( gameObject, egoComponent )); EgoCleanUp.Destroy(gameObject); }
public static void DestroyGameObject(EgoComponent egoComponent) { var gameObject = egoComponent.gameObject; EgoEvents <DestroyedGameObject> .AddEvent(new DestroyedGameObject( gameObject, egoComponent )); EgoCleanUp.Destroy(egoComponent.gameObject); }
public static void Start() { var sceneCount = SceneManager.sceneCount; for (var sceneIndex = 0; sceneIndex < sceneCount; sceneIndex++) { var scene = SceneManager.GetSceneAt(sceneIndex); var rootGameObjects = scene.GetRootGameObjects(); // Attach an EgoComponent Component to every GameObject in the scene foreach (var go in rootGameObjects) { InitEgoComponent(go); } // Add every GameObject to any relevant system foreach (var system in _systems) { foreach (var go in rootGameObjects) { var egoComponent = go.GetComponent <EgoComponent>(); system.CreateBundles(egoComponent); } } } // var gameObjects = Object.FindObjectsOfType<GameObject>(); // var egoComponents = new List<EgoComponent>(); // foreach( var gameObject in gameObjects ) // { // var egoComponent = gameObject.GetComponent<EgoComponent>(); // if( !egoComponent ) egoComponent = gameObject.AddComponent<EgoComponent>(); // egoComponent.CreateMask(); //egoComponents.Add( egoComponent ); // } // // Create System bundles // foreach( var system in _systems ) // { // system.CreateBundles( egoComponents.ToArray() ); // } // Start all Systems foreach (var system in _systems) { system.Start(); } // Invoke all queued Events EgoEvents.Invoke(); // Clean up Destroyed Components & GameObjects EgoCleanUp.CleanUp(); }
public static bool Destroy <C>(GameObject gameObject) where C : Component { var egoComponent = gameObject.GetComponent <EgoComponent>(); C component = null; if (egoComponent.TryGetComponents <C>(out component)) { var e = new DestroyedComponent <C>(component, egoComponent); EgoEvents <DestroyedComponent <C> > .AddEvent(e); EgoCleanUp <C> .Destroy(egoComponent, component); return(true); } return(false); }
public static bool DestroyComponent <C>(EgoComponent egoComponent) where C : Component { C component = null; if (!egoComponent.TryGetComponents <C>(out component)) { return(false); } var e = new DestroyedComponent <C>(component, egoComponent); EgoEvents <DestroyedComponent <C> > .AddEvent(e); EgoCleanUp <C> .Destroy(egoComponent, component); return(true); }
public static void Update() { // Update all Systems foreach (var system in _systems) { #if UNITY_EDITOR if (system.enabled) { system.Update(); } #else system.Update(); #endif } // Invoke all queued Events EgoEvents.Invoke(); // Clean up Destroyed Components & GameObjects EgoCleanUp.CleanUp(); }
public static void Start() { var sceneCount = SceneManager.sceneCount; for (var sceneIndex = 0; sceneIndex < sceneCount; sceneIndex++) { var scene = SceneManager.GetSceneAt(sceneIndex); var rootGameObjects = scene.GetRootGameObjects(); // Attach an EgoComponent Component to every GameObject in the scene foreach (var go in rootGameObjects) { InitEgoComponent(go); } // Add every GameObject to any relevant system foreach (var system in _systems) { foreach (var go in rootGameObjects) { var egoComponent = go.GetComponent <EgoComponent>(); system.CreateBundles(egoComponent); } } } EgoEvents.Start(); // Start all Systems foreach (var system in _systems) { system.Start(); } // Invoke all queued Events EgoEvents.Invoke(); // Clean up Destroyed Components & GameObjects EgoCleanUp.CleanUp(); }