Systems createSystems(Pool pool) { #if (UNITY_EDITOR) return new DebugSystems() #else return new Systems() #endif .Add(pool.CreateGameBoardSystem()) .Add(pool.CreateCreateGameBoardCacheSystem()) .Add(pool.CreateFallSystem()) .Add(pool.CreateFillSystem()) .Add(pool.CreateProcessInputSystem()) .Add(pool.CreateRemoveViewSystem()) .Add(pool.CreateAddViewSystem()) .Add(pool.CreateRenderPositionSystem()) .Add(pool.CreateDestroySystem()) .Add(pool.CreateScoreSystem()); }
Systems createSystems(Pool pool) { #if (UNITY_EDITOR) return new DebugSystems() #else return new Systems() #endif .Add(pool.CreateGameBoardSystem()) .Add(pool.CreateCreateGameBoardCacheSystem()) .Add(pool.CreateFallSystem()) .Add(pool.CreateFillSystem()) .Add(pool.CreateProcessInputSystem()) .Add(pool.CreateRemoveViewSystem()) .Add(pool.CreateAddViewSystem()) .Add(pool.CreateRenderPositionSystem()) //this will send the position of a soon to be destoyed entity .Add(pool.CreateSendSystem()) .Add(pool.CreateDestroySystem()) .Add(pool.CreateScoreSystem()); }