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 }
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); } } } }