private void Awake() { foreach (var world in World.All) { var placementUpdateSystem = world.GetExistingSystem <PlacementUpdateSystem>(); if (placementUpdateSystem != null) { this.placementUpdateSystem = placementUpdateSystem; this.placementUpdateSystem.OnUpdatePlacement += OnUpdatePlacement; } var playerFinishedClientSystem = world.GetExistingSystem <PlayerFinishedClientSystem>(); if (playerFinishedClientSystem != null) { playerFinishedClientSystem.OnPlayerFinished += OnPlayerFinished; } } }
private void Awake() { foreach (World world in World.All) { PowerupSlotClientSystem powerupSlotClientSystem = world.GetExistingSystem <PowerupSlotClientSystem>(); if (powerupSlotClientSystem != null) { this.powerupSlotClientSystem = powerupSlotClientSystem; } MissileTargetClientSystem missileTargetClientSystem = world.GetExistingSystem <MissileTargetClientSystem>(); if (missileTargetClientSystem != null) { this.missileTargetClientSystem = missileTargetClientSystem; } PlacementUpdateSystem placementUpdateSystem = world.GetExistingSystem <PlacementUpdateSystem>(); if (placementUpdateSystem != null) { placementUpdateSystem.OnUpdatePlacement += OnUpdatePlacement; } } }