public void SetUp() { _context = new Contexts(); _context.game.SetDeltaTime(0f); _deltaTimeUpdateSystem = new DeltaTimeUpdateSystem(10, _context.game); _systems = new Feature("Game").Add(_deltaTimeUpdateSystem); }
void Awake() { _systems = CreateSystems(Pools.pool); _systems.Initialize(); CreateGame(); }
public override Systems CreateUpdateSystems(IContexts contexts) { Contexts _contexts = (Contexts)contexts; var systems = new Entitas.Systems(); systems.Add(new RequestSnapshotSystem(_contexts, this)); return(systems); }
public override Systems CreateUpdateSystems(IContexts contexts) { Contexts _contexts = (Contexts)contexts; var systems = new Entitas.Systems(); systems.Add(new RequestSceneInfoSystem(_contexts, this)); /*MakeWeaponLogicManager(_contexts);*/ return(systems); }
private void Start() { _contexts = Contexts.sharedInstance; _systems = CreateSystems(_contexts); _systems.Initialize(); GameEntity mover = _contexts.game.CreateEntity(); mover.isMover = true; mover.AddPosition(Vector2.zero); mover.AddDirection(Random.Range(0, 360)); mover.AddSprite("Bee"); mover.AddColour(0); }
// Use this for initialization void Start() { //first init system (important, because I want systems to exist before any entities are created): _systems = new RootSystem(Contexts.sharedInstance); _systems.Initialize(); HexGridBehaviour grid = GameObject.FindObjectOfType <HexGridBehaviour>(); GameContext game = Contexts.sharedInstance.game; Presets preset = new Presets(game, grid); TurnGridToEntities(game, grid); FindEntitiesInUnity(game, preset); SetupPlayers(game, preset, grid); }
//------------------------------------------------- // UNITY FUNCTIONS //------------------------------------------------- void Awake() { PhotonNetwork.autoJoinLobby = false; PhotonNetwork.automaticallySyncScene = true; _contexts = Contexts.sharedInstance; _systems = new Feature("Launcher Systems"); _serverSystems = new Feature("Server Systems"); _systems.Add(new ModifyPseudoSystem(_contexts, PseudoField)); _systems.Add(new ValidateButtonSystem(_contexts, ValidateButton)); _systems.Add(new ConnectionSystem(_contexts, this, Settings)); _systems.Add(new ConnectionUiSystem(_contexts, LoadingScreen)); _serverSystems.Add(new LoadingLobbySystem(_contexts, Settings)); }
public override Systems CreateUpdateSystems(IContexts contexts) { Contexts _contexts = (Contexts)contexts; //SingletonManager.Get<MapConfigManager>().SetCurrentMap(_contexts.session.clientSessionObjects.MapId); _gameModule = CreateCompositeGameModule(_contexts); var systems = new Entitas.Systems(); systems.Add(new ClientPreLoginFeature( "PreLoginState", _gameModule, _contexts.session.commonSession )); return(systems); }
public override Systems CreateUpdateSystems(IContexts contexts) { Contexts _contexts = (Contexts)contexts; //SingletonManager.Get<MapConfigManager>().SetCurrentMap(_contexts.session.clientSessionObjects.MapId); var gameModule = new SubResourceConfigurationInitModule(this); var systems = new Entitas.Systems(); systems.Add(new ClientPreLoginFeature( "SubResourceLoad", gameModule, _contexts.session.commonSession )); return(systems); }
internal void Begin() { // // mmGame calls Begin() before a new scene window is created // SceneColliderDatabase.Initialize(); // // Allow Entitas to init systems, auto collect matched systems, no manual Systems.Add(ISystem) required // EntitySystems = new Entitas.Feature(null); //game entities EntitySystems.Initialize(); //SceneSystems = new Entitas.Feature(null); //scene UI entities //SceneSystems.Initialize(); OnStart(); }
public override Systems CreateUpdateSystems(IContexts contexts) { Contexts _contexts = (Contexts)contexts; //SingletonManager.Get<MapConfigManager>().SetCurrentMap(_contexts.session.clientSessionObjects.MapId); _gameModule = CreateCompositeGameModule(_contexts); var systems = new Entitas.Systems(); systems.Add(new LocalizeSessionSystem(this, _contexts.session.commonSession.AssetManager)); systems.Add(new BaseConfigurationInitModule(this, _contexts.session.commonSession.AssetManager)); systems.Add(new ClientPreLoginFeature( "BasePreparing", _gameModule, _contexts.session.commonSession )); return(systems); }
private void SetupSystems() { //a feature is a group of systems _pausableUpdateSystems = new Feature(); _pausableUpdateSystems.Add(_pool.CreateSystem <StartNextRoundSystem> ()); _pausableUpdateSystems.Add(_pool.CreateSystem <VelocitySystem> ()); _pausableUpdateSystems.Add(_pool.CreateSystem <AcceptInputSystem> ()); _pausableUpdateSystems.Add(_pool.CreateSystem <AISystem> ()); _pausableUpdateSystems.Add(_pool.CreateSystem <GoalSystem> ()); _pausableUpdateSystems.Add(_pool.CreateSystem <DestroySystem> ()); // 'Collision' as NOT physics based - as an example _pausableUpdateSystems.Add(_pool.CreateSystem <BoundsBounceSystem> ()); _pausableUpdateSystems.Add(_pool.CreateSystem <BoundsConstrainSystem> ()); _pausableUpdateSystems.Initialize(); _pausableUpdateSystems.ActivateReactiveSystems(); _pausableFixedUpdateSystems = new Feature(); // 'Collision as Physics based - as an example. _pausableFixedUpdateSystems.Add(_pool.CreateSystem <CollisionSystem> ()); _pausableFixedUpdateSystems.Initialize(); _pausableFixedUpdateSystems.ActivateReactiveSystems(); //for demo only, an example of an unpausable system _unpausableUpdateSystems = new Feature(); _unpausableUpdateSystems.Add(_pool.CreateSystem <TimeSystem> ()); _unpausableUpdateSystems.Initialize(); _unpausableUpdateSystems.ActivateReactiveSystems(); // This is custom and optional. I use it to store the systems in case I need them again. // This is the only place I put a component directly on a _pool. It is supported. // I'm not sure this is useful, but I saw something similar in Entitas presentation slides - srivello _pool.SetEntitas ( _pausableUpdateSystems, _unpausableUpdateSystems, _pausableUpdateSystems ); //Debug.Log("pausableUpdateSystems: " + Pools.pool.entitas.pausableUpdateSystems); }
private void SetupSystems() { //a feature is a group of systems _unpausableUpdateSystems = new Feature(); _unpausableUpdateSystems.Add(_pool.CreateSystem <VelocitySystem> ()); _unpausableUpdateSystems.Add(_pool.CreateSystem <AcceptInputSystem> ()); _unpausableUpdateSystems.Add(_pool.CreateSystem <DestroySystem> ()); _unpausableUpdateSystems.Initialize(); _unpausableUpdateSystems.ActivateReactiveSystems(); // I'm not sure this is useful, but I saw something similar in Entitas presentation slides - srivello _pool.SetEntitas ( null, _unpausableUpdateSystems, null ); //Debug.Log("pausableUpdateSystems: " + Pools.pool.entitas.unpausableUpdateSystems); }
private void Awake() { services = new Services.Services { Time = new UnityTimeService(), CollidingViewRegister = new UnityCollidingViewRegister(), InputService = new StandaloneInputService(), }; systems = new MazeFeature ( Contexts.sharedInstance.game, Contexts.sharedInstance.meta, Contexts.sharedInstance.input, services, Prefabs ); systems.Initialize(); }
public GameController(Context ctx) : base(ctx) { _systems = new Entitas.Systems(); _indexsystem = new IndexSystem(Contexts.sharedInstance.game); _mapsystem = new MapSystem(Contexts.sharedInstance.game); _joinsystem = new JoinSystem(Contexts.sharedInstance.game); _myplayersystem = new MyPlayerSystem(Contexts.sharedInstance.game); _systems.Add(_indexsystem) .Add(_mapsystem) .Add(_joinsystem) .Add(_myplayersystem); // 4, protocol _syncmsg1 = new byte[4]; NetPack.Packli(_syncmsg1, 0, 1); EventListenerCmd listener2 = new EventListenerCmd(MyEventCmd.EVENT_SETUP_MAP, SetupMap); _ctx.EventDispatcher.AddCmdEventListener(listener2); //EventListenerCmd listener3 = new EventListenerCmd(MyEventCmd.EVENT_SETUP_VIEW, SetupCamera); //_ctx.EventDispatcher.AddCmdEventListener(listener3); }
private void Start() { Random.seed = 42; systems = ActiveSystems.GetSystems(Pools.pool); systems.Initialize(); }