예제 #1
0
        public void AddedToEngine(AntEngine aEngine)
        {
            _magnetNodes     = aEngine.GetNodes <MagnetNode>();
            _magnetableNodes = aEngine.GetNodes <MagnetableNode>();

            _gameCore = GameObject.Find("Game").GetComponent <GameCore>();
            _engine   = aEngine;
        }
예제 #2
0
        public override void AddedToEngine(AntEngine aEngine)
        {
            base.AddedToEngine(aEngine);
            _magnetNodes     = aEngine.GetNodes <MagnetNode>();
            _magnetableNodes = aEngine.GetNodes <MagnetableNode>();

            _gameCore = GameObject.Find("Game").GetComponent <GameCore>();
        }
예제 #3
0
        private void Start()
        {
            engine = new AntEngine();

            // Инициализация сценариев.
            engine.Add(new GameplayScenario(), SystemPriority.gameplay);

            // Инициализация игровых объектов находящихся на сцене.
            engine.AddEntitiesFromHierarchy(transform);
        }
예제 #4
0
 public override void RemovedFromEngine(AntEngine aEngine)
 {
     Remove <AIControlSystem>();
     Remove <DropperSystem>();
     Remove <HealthSystem>();
     Remove <MagnetSystem>();
     Remove <MovementSystem>();
     Remove <PlayerControlSystem>();
     Remove <SpawnSystem>();
     base.RemovedFromEngine(aEngine);
 }
예제 #5
0
 public override void AddedToEngine(AntEngine aEngine)
 {
     base.AddedToEngine(aEngine);
     Add <AIControlSystem>();
     Add <DropperSystem>();
     Add <HealthSystem>();
     Add <MagnetSystem>();
     Add <MovementSystem>();
     Add <PlayerControlSystem>();
     Add <SpawnSystem>();
 }
예제 #6
0
        public override void AddedToEngine(AntEngine aEngine)
        {
            _healthNodes = aEngine.GetNodes <HealthNode>();

            // Подписываемся на события добавления/удаления игровых объектов обладающих
            // компонентом здоровья чтобы создавать/удалять панели здоровья для них.
            _healthNodes.EventNodeAdded   += OnHealthNodeAdded;
            _healthNodes.EventNodeRemoved += OnHealthNodeRemoved;

            // Ищим игровой объект, т.к. в нем указан префаб для панелей здоровья.
            _gameCore   = GameObject.Find("Game").GetComponent <GameCore>();
            _healthBars = new List <KeyValuePair <HealthNode, HealthBar> >();
        }
예제 #7
0
파일: GameCore.cs 프로젝트: gkjolin/GOAP-1
        private void Start()
        {
            engine = new AntEngine();

            // Инициализация игровых систем в движок.
            engine.AddSystem(new MovementSystem(), SystemPriority.movementSystem);
            engine.AddSystem(new PlayerControlSystem(), SystemPriority.playerControlSystem);
            engine.AddSystem(new AIControlSystem(), SystemPriority.aiControlSystem);
            engine.AddSystem(new MagnetSystem(), SystemPriority.magnetSystem);
            engine.AddSystem(new HealthSystem(), SystemPriority.healthSystem);
            engine.AddSystem(new DropperSystem(), SystemPriority.dropperSystem);
            engine.AddSystem(new SpawnSystem(), SystemPriority.spawnSystem);

            // Инициализация игровых объектов находящихся на сцене.
            engine.AddEntitiesFromHierarchy(transform);
        }
예제 #8
0
 public override void RemovedFromEngine(AntEngine aEngine)
 {
     _dropperNodes    = null;
     _magnetableNodes = null;
 }
예제 #9
0
 public override void AddedToEngine(AntEngine aEngine)
 {
     _dropperNodes    = aEngine.GetNodes <DropperNode>();
     _magnetableNodes = aEngine.GetNodes <MagnetableNode>();
 }
예제 #10
0
 public void RemovedFromEngine(AntEngine aEngine)
 {
     _spawnerNodes = null;
     _healthNodes.EventNodeRemoved -= OnHealthNodeRemoved;
     _healthNodes = null;
 }
예제 #11
0
 public void AddedToEngine(AntEngine aEngine)
 {
     _spawnerNodes = aEngine.GetNodes <SpawnerNode>();
     _healthNodes  = aEngine.GetNodes <HealthNode>();
     _healthNodes.EventNodeRemoved += OnHealthNodeRemoved;
 }
예제 #12
0
 public void RemovedFromEngine(AntEngine aEngine)
 {
     _healthNodes = null;
     _engine      = null;
 }
예제 #13
0
 public void RemovedFromEngine(AntEngine aEngine)
 {
     _aiNodes = null;
 }
예제 #14
0
파일: AntSystem.cs 프로젝트: gkjolin/GOAP-1
 public virtual void AddedToEngine(AntEngine aEngine)
 {
     // ..
 }
예제 #15
0
 public void RemovedFromEngine(AntEngine aEngine)
 {
     _movementNodes = null;
     _healthNodes   = null;
 }
예제 #16
0
 public void RemovedFromEngine(AntEngine aEngine)
 {
     _magnetNodes     = null;
     _magnetableNodes = null;
     _engine          = null;
 }
예제 #17
0
 public override void AddedToEngine(AntEngine aEngine)
 {
     _playerNodes = aEngine.GetNodes <PlayerControlNode>();
 }
예제 #18
0
 public override void RemovedFromEngine(AntEngine aEngine)
 {
     _healthNodes = null;
 }
예제 #19
0
 public override void AddedToEngine(AntEngine aEngine)
 {
     base.AddedToEngine(aEngine);
     _movementNodes = aEngine.GetNodes <MovementNode>();
     _healthNodes   = aEngine.GetNodes <HealthNode>();
 }
예제 #20
0
 public void AddedToEngine(AntEngine aEngine)
 {
     _movementNodes = aEngine.GetNodes <MovementNode>();
     _healthNodes   = aEngine.GetNodes <HealthNode>();
 }
예제 #21
0
 public override void RemovedFromEngine(AntEngine aEngine)
 {
     base.RemovedFromEngine(aEngine);
     _movementNodes = null;
     _healthNodes   = null;
 }
예제 #22
0
 public override void RemovedFromEngine(AntEngine aEngine)
 {
     base.RemovedFromEngine(aEngine);
     _playerNodes = null;
 }
예제 #23
0
 public override void RemovedFromEngine(AntEngine aEngine)
 {
     base.RemovedFromEngine(aEngine);
     _magnetNodes     = null;
     _magnetableNodes = null;
 }
예제 #24
0
 public void AddedToEngine(AntEngine aEngine)
 {
     _aiNodes = aEngine.GetNodes <AIControlNode>();
 }
예제 #25
0
파일: AntSystem.cs 프로젝트: gkjolin/GOAP-1
 public virtual void RemovedFromEngine(AntEngine aEngine)
 {
     // ..
 }
예제 #26
0
 public void RemovedFromEngine(AntEngine aEngine)
 {
     _playerNodes = null;
 }