コード例 #1
0
 public static ISystem CreateSystem(this Pools pools, IMultiReactiveSystem system)
 {
     throw new EntitasException(
               "pools.CreateSystem(" + system + ") can not infer which pool to use to create a ReactiveSystem!",
               "pools.CreateSystem(system) only supports IInitializeSystem, IExecuteSystem, ICleanupSystem, ITearDownSystem and IEntityCollectorSystem."
               );
 }
コード例 #2
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 /// Recommended way to create systems in general: pool.CreateSystem<RenderPositionSystem>();
 public ReactiveSystem(Pool pool, IMultiReactiveSystem subSystem) :
     this(pool, subSystem, subSystem.triggers)
 {
 }
コード例 #3
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 /// Recommended way to create systems in general:
 /// pool.CreateSystem(new MySystem());
 public ReactiveSystem(Pool pool, IMultiReactiveSystem subSystem) :
     this(subSystem, createEntityCollector(pool, subSystem.triggers))
 {
 }
コード例 #4
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 public ReactiveSystem(Pool pool, IMultiReactiveSystem subSystem)
     : this(pool, subSystem, subSystem.triggers, subSystem.eventTypes)
 {
 }
コード例 #5
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 /// Recommended way to create systems in general: pool.CreateSystem<RenderPositionSystem>();
 public ReactiveSystem(Pool pool, IMultiReactiveSystem subSystem)
     : this(subSystem, createGroupObserver(pool, subSystem.triggers))
 {
 }
コード例 #6
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ファイル: ReactiveSystem.cs プロジェクト: R-umia/Roguelike2D
 /// Recommended way to create systems in general: pool.CreateSystem(new MySystem());
 public ReactiveSystem(Pool pool, IMultiReactiveSystem subSystem) :
     this(subSystem, createGroupObserver(pool, subSystem.triggers))
 {
 }
コード例 #7
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 /// Recommended way to create systems in general: pool.CreateSystem(new MySystem());
 public ReactiveSystem(Pool <T> pool, IMultiReactiveSystem <T> subSystem) :
     this(subSystem, CreateGroupObserver(pool, subSystem.Triggers))
 {
 }