public System(EngineSystemsCollection engineSystems) { _engineSystems = engineSystems; _entityManager = _engineSystems.GetSystem <EntityManager>(); _entityManager.RegisterForUpdates <T>(this); _systemEntities = new Dictionary <int, EntityManager.Entity>(); }
public EntityManager(EngineSystemsCollection systems) : base(systems) { _entitiesIndexId = new Dictionary <int, Entity>(); _componentsForEntityId = new Dictionary <int, List <IComponent> >(); _componentsByType = new Dictionary <string, List <IComponent> >(); _entitiesByComponent = new Dictionary <string, List <Entity> >(); _componentForEntityByType = new Dictionary <Tuple <int, string>, IComponent>(); _updateRecievers = new Dictionary <string, List <IEntityReciever> >(); }
public OpenGLRendererCore(EngineSystemsCollection engineSystems) : base(engineSystems) { _lightDataMapper = new LightDataMapper(); _bufferDataPointers = new Dictionary <string, List <MeshDataPointer> >(); _debugDataPointers = new Dictionary <string, List <MeshDataPointer> >(); _vertices = new List <Vertex>(); _indices = new List <uint>(); _commandPool = new Dictionary <RenderCommandType, Stack <RenderCommand> >(); _renderCommands = new Queue <RenderCommand>(); }
public Game(EngineSystemsCollection engineSystems, GameSystemCollection gameSystems) { _engineSystems = engineSystems; _gameSystems = gameSystems; }
public UIManager(EngineSystemsCollection engineSystems) : base(engineSystems) { _screens = new Dictionary <string, UIScreen>(); }
public RenderManager(EngineSystemsCollection engineSystems) : base(engineSystems) { _renderableEntities = new List <EntityManager.Entity>(); }
public Logger(EngineSystemsCollection engineSystems) : base(engineSystems) { LogSeverity = LogSeverity.Error; output = Console.Out; }
public CameraManager(EngineSystemsCollection engineSystems) : base(engineSystems) { }
protected EngineSystem(EngineSystemsCollection engineSystems) { EngineSystems = engineSystems; }
public WorldManager(EngineSystemsCollection engineSystems) : base(engineSystems) { _engineSystems = engineSystems; Worlds = new List <World>(); }
public InputManager(EngineSystemsCollection engineSystems) : base(engineSystems) { keyStates = new Dictionary <Key, bool>(); wasPressedStates = new Dictionary <Key, bool>(); mouseData = new MouseData(); }
public MyGame(EngineSystemsCollection engineSystems, GameSystemCollection gameSystems) : base(engineSystems, gameSystems) { //gameSystems.AddSystem(new RenderManager(engineSystems)); //gameSystems.InitAll(); }
public WindowManager(EngineSystemsCollection engineSystems) : base(engineSystems) { }
public ResourceManager(EngineSystemsCollection engineSystems) : base(engineSystems) { }