コード例 #1
0
        public static void Setup()
        {
            IsSetup = true;
            if (Instance == null)
            {
                return;
            }
            NodeFilter <VisibleNode> .New(VisibleNode.GetTypes());

            NodeFilter <CharacterNode> .New(CharacterNode.GetTypes());

            Get <AnimatorSystem>();
            Get <CameraSystem>();
            Get <CollisionCheckSystem>();
            Get <CommandSystem>();
            Get <CollisionEventSystem>();
            Get <DespawnEntitySystem>();
            Get <DistanceSystem>();
            Get <EntityModifierSystem>();
            Get <FactionSystem>();
            Get <ItemSceneSystem>();
            Get <MoverSystem>();
            Get <PhysicsMoverSystem>();
            Get <RadiusSystem>();
            Get <TurnBasedSystem>();
            Get <CharacterRectSystem>();
            Get <SensorSystem>();
            Get <EntityUIPoolSystem>();
            EcsDebug.RegisterDebugCommands();
            //TODO: default setup here
        }
コード例 #2
0
ファイル: UICenterTarget.cs プロジェクト: bmjoy/Framework-1
 private void RemoveActor()
 {
     if (_character != null)
     {
         _character.Entity.RemoveObserver(this);
     }
     ClearModList();
     for (int i = 0; i < _main._vitals.Length; i++)
     {
         _main._vitals[i].RemoveActor();
     }
     _sliderBackground.enabled = false;
     _visible.Entity.RemoveObserver(_main);
     _visible         = null;
     _actorLock       = false;
     _textHolder.text = "";
     if (!string.IsNullOrEmpty(_queuedText))
     {
         SetTextOnly(_queuedText, _lockedText);
         if (!_lockedText)
         {
             _queuedText = "";
         }
     }
 }
コード例 #3
0
ファイル: UICenterTarget.cs プロジェクト: bmjoy/Framework-1
 /// <summary>
 /// Should showing target hit points be locked behind a skill?
 /// Maybe also add a right click option to show more stats behind skill/spell
 /// </summary>
 /// <param name="actor"></param>
 public static void SetTargetActor(VisibleNode actor)
 {
     if (_actorLock || _visible == actor || actor == null)
     {
         return;
     }
     _clearTextTimer.Triggered = false;
     if (_visible != null)
     {
         _main.RemoveActor();
     }
     _visible = actor;
     if (_visible == null)
     {
         return;
     }
     _main._textHolder.maxVisibleCharacters = 0;
     _main._textHolder.text = _visible.Label.c.Text;
     if (_currentWriting != null)
     {
         TimeManager.Cancel(_currentWriting);
     }
     _currentWriting = TimeManager.StartUnscaled(_main.RevealText(), _main.CurrentNull);
     _character      = actor.Entity.GetNode <CharacterNode>();
     if (_character != null)
     {
         _character.Entity.AddObserver(_main);
     }
     for (int i = 0; i < _main._vitals.Length; i++)
     {
         _main._vitals[i].SetNewTarget(_character);
     }
     _main.CheckMods();
     _visible.Entity.AddObserver(_main);
 }
コード例 #4
0
        public static void Setup()
        {
            IsSetup = true;
            if (Instance == null)
            {
                return;
            }
            NodeFilter <VisibleNode> .Setup(VisibleNode.GetTypes());

            NodeFilter <CharacterNode> .Setup(CharacterNode.GetTypes());

            NodeFilter <CollidableNode> .Setup(CollidableNode.GetTypes());

            Get <AnimatorSystem>();
            Get <CommandSystem>();
            Get <CollisionCheckSystem>();
            Get <DespawnEntitySystem>();
            Get <DistanceSystem>();
            Get <FactionSystem>();
            Get <ItemSceneSystem>();
            Get <ModifierSystem>();
            Get <MoverSystem>();
            Get <PhysicsMoverSystem>();
            Get <CharacterRectSystem>();
            Get <SensorSystem>();
            Get <EntityUIPoolSystem>();

            var assemblies = AppDomain.CurrentDomain.GetAssemblies();

            for (int a = 0; a < assemblies.Length; a++)
            {
                var types = assemblies[a].GetTypes();
                for (int t = 0; t < types.Length; t++)
                {
                    var type = types[t];
                    if (type.IsDefined(typeof(AutoRegisterAttribute), false))
                    {
                        CreateSystem(type);
                    }
                }
            }
        }
コード例 #5
0
 public CommandTarget(Entity target)
 {
     _target          = target;
     TargetTr         = target.GetNode <VisibleNode>();
     ExplicitPosition = null;
 }
コード例 #6
0
 public CommandTarget(Entity target, Vector3?explicitPosition, VisibleNode targetTr)
 {
     _target          = target;
     ExplicitPosition = explicitPosition;
     TargetTr         = targetTr;
 }
コード例 #7
0
ファイル: MoverSystem.cs プロジェクト: bmjoy/Framework-1
 public StartMoveEvent(Entity origin, VisibleNode follow)
 {
     MoveTarget = follow.position;
     Follow     = follow.Entity.Tr;
     Origin     = origin;
 }