void Update() { if (PhotonNetwork.isMasterClient) { if (!_serverSystemsInitialized) { _serverSystemsInitialized = true; _serverSystems.Initialize(); } _serverSystems.Execute(); _serverSystems.Cleanup(); } _systems.Execute(); _systems.Cleanup(); }
public void RemoveDeletedEntities() { // // Remove game entities, all children are included // if (Global.GameEntityToDestroy.Count > 0) { foreach (KeyValuePair <Entity, bool> ent in Global.GameEntityToDestroy) { ent.Key.RemoveAllComponents(); ent.Key.Destroy(); //release entity automatically //GameEntities.Remove(ent.Key); } Global.GameEntityToDestroy = new Dictionary <Entity, bool>(); } // // Remove Scene specific entities (UI?) // if (Global.SceneEntityToDestroy.Count > 0) { foreach (KeyValuePair <Entity, bool> ent in Global.SceneEntityToDestroy) { ent.Key.RemoveAllComponents(); ent.Key.Destroy(); //GameEntities.Remove(ent.Key); } Global.SceneEntityToDestroy = new Dictionary <Entity, bool>(); } // // Do ECS update/cleanup // //EntitySystems.Execute(); EntitySystems.Cleanup(); }
void Start() { _contexts = new Contexts(); _contexts.visualDebugging = new Context( VisualDebuggingComponentIds.TotalComponents, 0, new ContextInfo( "Systems Context", VisualDebuggingComponentIds.componentNames, VisualDebuggingComponentIds.componentTypes ) ); #if(!ENTITAS_DISABLE_VISUAL_DEBUGGING && UNITY_EDITOR) new ContextObserver(_contexts.visualDebugging); #endif _systems = createNestedSystems(); //// Test call _systems.Initialize(); _systems.Execute(); _systems.Cleanup(); _systems.TearDown(); _contexts.visualDebugging.CreateEntity().AddMyString(""); }
private void Update() { systems.Execute(); systems.Cleanup(); }
void when_systems() { Contexts contexts = null; before = () => { contexts = new Contexts { test = new Context(10) }; }; context["fixtures"] = () => { it["initializes InitializeSystemSpy"] = () => { var system = new InitializeSystemSpy(); system.didInitialize.should_be(0); system.Initialize(); system.didInitialize.should_be(1); }; it["executes ExecuteSystemSpy"] = () => { var system = new ExecuteSystemSpy(); system.didExecute.should_be(0); system.Execute(); system.didExecute.should_be(1); }; it["cleans up CleanupSystemSpy"] = () => { var system = new CleanupSystemSpy(); system.didCleanup.should_be(0); system.Cleanup(); system.didCleanup.should_be(1); }; it["tears down TearDownSystemSpy"] = () => { var system = new TearDownSystemSpy(); system.didTearDown.should_be(0); system.TearDown(); system.didTearDown.should_be(1); }; it["initializes, executes, cleans up and tears down system"] = () => { var system = new ReactiveSystemSpy(contexts.test.CreateCollector(Matcher.AllOf(CID.ComponentA))); contexts.test.CreateEntity().AddComponentA(); system.didInitialize.should_be(0); system.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); system.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); system.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); system.TearDown(); system.didTearDown.should_be(1); }; it["executes ReactiveSystemSpy"] = () => { var system = createReactiveSystem(contexts); system.Execute(); system.entities.Length.should_be(1); }; }; context["systems"] = () => { Systems systems = null; before = () => { systems = new Systems(); }; it["returns systems when adding system"] = () => { systems.Add(new InitializeSystemSpy()).should_be_same(systems); }; it["initializes IInitializeSystem"] = () => { var system = new InitializeSystemSpy(); systems.Add(system); systems.Initialize(); system.didInitialize.should_be(1); }; it["executes IExecuteSystem"] = () => { var system = new ExecuteSystemSpy(); systems.Add(system); systems.Execute(); system.didExecute.should_be(1); }; it["wraps IReactiveSystem in a ReactiveSystem"] = () => { var system = new ReactiveSystemSpy(contexts.test.CreateCollector(Matcher.AllOf(CID.ComponentA))); systems.Add(system); contexts.test.CreateEntity().AddComponentA(); systems.Execute(); system.didExecute.should_be(1); }; it["adds ReactiveSystem"] = () => { var system = new ReactiveSystemSpy(contexts.test.CreateCollector(Matcher.AllOf(CID.ComponentA))); systems.Add(system); contexts.test.CreateEntity().AddComponentA(); systems.Execute(); system.didExecute.should_be(1); }; it["cleans up ICleanupSystem"] = () => { var system = new CleanupSystemSpy(); systems.Add(system); systems.Cleanup(); system.didCleanup.should_be(1); }; it["initializes, executes, cleans up and tears down InitializeExecuteCleanupTearDownSystemSpy"] = () => { var system = new ReactiveSystemSpy(contexts.test.CreateCollector(Matcher.AllOf(CID.ComponentA))); contexts.test.CreateEntity().AddComponentA(); systems.Add(system); system.didInitialize.should_be(0); systems.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); systems.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); systems.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); systems.TearDown(); system.didTearDown.should_be(1); }; it["initializes, executes, cleans up and tears down ReactiveSystem"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); system.didInitialize.should_be(0); systems.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); systems.Execute(); systems.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); systems.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); systems.TearDown(); system.didTearDown.should_be(1); }; it["initializes, executes, cleans up and tears down systems recursively"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); system.didInitialize.should_be(0); parentSystems.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); parentSystems.Execute(); parentSystems.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); parentSystems.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); parentSystems.TearDown(); system.didTearDown.should_be(1); }; it["clears reactive systems"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); systems.Initialize(); system.didInitialize.should_be(1); systems.ClearReactiveSystems(); systems.Execute(); system.didExecute.should_be(0); }; it["clears reactive systems recursively"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); system.didInitialize.should_be(1); parentSystems.ClearReactiveSystems(); parentSystems.Execute(); system.didExecute.should_be(0); }; it["deactivates reactive systems"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); systems.Initialize(); system.didInitialize.should_be(1); systems.DeactivateReactiveSystems(); systems.Execute(); system.didExecute.should_be(0); }; it["deactivates reactive systems recursively"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); system.didInitialize.should_be(1); parentSystems.DeactivateReactiveSystems(); parentSystems.Execute(); system.didExecute.should_be(0); }; it["activates reactive systems"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); systems.Initialize(); system.didInitialize.should_be(1); systems.DeactivateReactiveSystems(); systems.ActivateReactiveSystems(); systems.Execute(); system.didExecute.should_be(0); contexts.test.CreateEntity().AddComponentA(); systems.Execute(); system.didExecute.should_be(1); }; it["activates reactive systems recursively"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); system.didInitialize.should_be(1); parentSystems.DeactivateReactiveSystems(); parentSystems.ActivateReactiveSystems(); parentSystems.Execute(); system.didExecute.should_be(0); contexts.test.CreateEntity().AddComponentA(); systems.Execute(); system.didExecute.should_be(1); }; }; }
// Update is called once per frame void Update() { _systems.Execute(); _systems.Cleanup(); }