public void Start() { var contexts = Contexts.sharedInstance; #if UNITY_EDITOR ContextObserverHelper.ObserveAll(contexts); #endif #if UNITY_EDITOR _feature = FeatureObserverHelper.CreateFeature(null); #else // init systems, auto collect matched systems, no manual Systems.Add(ISystem) required _feature = new Feature(null); #endif _feature.Initialize(); }
void Start() { var contexts = Contexts.sharedInstance; #if UNITY_EDITOR ContextObserverHelper.ObserveAll(contexts); #endif data = new Data(); data.LoadLevel(1); #if UNITY_EDITOR _gameSystem = FeatureObserverHelper.CreateFeature(null); #else //init systems, auto collect matched systems, no manual Systems.Add(ISystem) required _gameSystem = new Feature(null); #endif _gameSystem.Initialize(); }
public void Start() { var contexts = Contexts.sharedInstance; #if UNITY_EDITOR ContextObserverHelper.ObserveAll(contexts); #endif // create random entity var rand = new System.Random(); var context = Contexts.Default; var e = context.CreateEntity(); e.Add <PositionComponent>(); e.Add <VelocityComponent>().SetValue(rand.Next() % 10, rand.Next() % 10); #if UNITY_EDITOR _feature = FeatureObserverHelper.CreateFeature(null); #else // init systems, auto collect matched systems, no manual Systems.Add(ISystem) required _feature = new Feature(null); #endif _feature.Initialize(); }