public EgoConstraint() { _mask[ComponentIDs.Get(typeof(C1))] = true; _mask[ComponentIDs.Get(typeof(C2))] = true; _mask[ComponentIDs.Get(typeof(C3))] = true; _mask[ComponentIDs.Get(typeof(C4))] = true; _mask[ComponentIDs.Get(typeof(C5))] = true; _mask[ComponentIDs.Get(typeof(EgoComponent))] = true; EgoEvents <AddedComponent <C1> > .AddHandler(e => CreateBundles(e.egoComponent)); EgoEvents <DestroyedComponent <C1> > .AddHandler(e => RemoveBundles(e.egoComponent)); EgoEvents <AddedComponent <C2> > .AddHandler(e => CreateBundles(e.egoComponent)); EgoEvents <DestroyedComponent <C2> > .AddHandler(e => RemoveBundles(e.egoComponent)); EgoEvents <AddedComponent <C3> > .AddHandler(e => CreateBundles(e.egoComponent)); EgoEvents <DestroyedComponent <C3> > .AddHandler(e => RemoveBundles(e.egoComponent)); EgoEvents <AddedComponent <C4> > .AddHandler(e => CreateBundles(e.egoComponent)); EgoEvents <DestroyedComponent <C4> > .AddHandler(e => RemoveBundles(e.egoComponent)); EgoEvents <AddedComponent <C5> > .AddHandler(e => CreateBundles(e.egoComponent)); EgoEvents <DestroyedComponent <C5> > .AddHandler(e => RemoveBundles(e.egoComponent)); }
public EgoParentConstraint() { childConstraint = new CS1(); childConstraint.parentConstraint = this; _mask[ComponentIDs.Get(typeof(C1))] = true; _mask[ComponentIDs.Get(typeof(C2))] = true; _mask[ComponentIDs.Get(typeof(C3))] = true; _mask[ComponentIDs.Get(typeof(C4))] = true; _mask[ComponentIDs.Get(typeof(C5))] = true; _mask[ComponentIDs.Get(typeof(EgoComponent))] = true; EgoEvents <AddedComponent <C1> > .AddHandler(e => CreateBundles(e.egoComponent)); EgoEvents <DestroyedComponent <C1> > .AddHandler(e => RemoveBundles(e.egoComponent)); EgoEvents <AddedComponent <C2> > .AddHandler(e => CreateBundles(e.egoComponent)); EgoEvents <DestroyedComponent <C2> > .AddHandler(e => RemoveBundles(e.egoComponent)); EgoEvents <AddedComponent <C3> > .AddHandler(e => CreateBundles(e.egoComponent)); EgoEvents <DestroyedComponent <C3> > .AddHandler(e => RemoveBundles(e.egoComponent)); EgoEvents <AddedComponent <C4> > .AddHandler(e => CreateBundles(e.egoComponent)); EgoEvents <DestroyedComponent <C4> > .AddHandler(e => RemoveBundles(e.egoComponent)); EgoEvents <AddedComponent <C5> > .AddHandler(e => CreateBundles(e.egoComponent)); EgoEvents <DestroyedComponent <C5> > .AddHandler(e => RemoveBundles(e.egoComponent)); EgoEvents <SetParent> .AddHandler(e => SetParent(e.parent, e.child, e.worldPositionStays)); }
public override void Start() { EgoEvents <InputDataReceivedEvent> .AddHandler(Handle); //EgoEvents<PlayerHitEvent>.AddHandler (Handle); EgoEvents <CollisionEnter2DEvent> .AddHandler(Handle); }
public EgoSystem() { _mask[ComponentIDs.Get(typeof(C1))] = true; _mask[ComponentIDs.Get(typeof(C2))] = true; _mask[ComponentIDs.Get(typeof(C3))] = true; _mask[ComponentIDs.Get(typeof(C4))] = true; _mask[ComponentIDs.Get(typeof(EgoComponent))] = true; // Attach built-in Event Handlers EgoEvents <AddedGameObject> .AddHandler(Handle); EgoEvents <DestroyedGameObject> .AddHandler(Handle); EgoEvents <AddedComponent <C1> > .AddHandler(Handle); EgoEvents <AddedComponent <C2> > .AddHandler(Handle); EgoEvents <AddedComponent <C3> > .AddHandler(Handle); EgoEvents <AddedComponent <C4> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C1> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C2> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C3> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C4> > .AddHandler(Handle); }
public override void Start() { // // Register to listen to EndOfGame broadcast // EgoEvents <EndOfGameEvent> .AddHandler(Handle); }
public override void Start() { EgoEvents <DamageEvent> .AddHandler(Handle); EgoEvents <CountDownEvent> .AddHandler(Handle); EgoEvents <GameStartEvent> .AddHandler(Handle); }
public override void Start() { // // if any cars cross the finish line then handle // Checking of end of line event // EgoEvents <CheckEndOfLineEvent> .AddHandler(Handle); }
public override void Start() { constraint.ForEachGameObject((egoComponent, countDownComponent) => { Debug.Log("Countdown Start"); countDownComponent.myCountDownStatus = CountDownComponent.CountDownStatus.inactive; egoComponent.gameObject.SetActive(false); }); EgoEvents <CountDownEvent> .AddHandler(Handle); }
public override void Start() { constraint.ForEachGameObject((egoComponent, transform, lineRenderer, lineRendererComponent) => { }); EgoEvents <LineRendererDrawEvent> .AddHandler(Handle); EgoEvents <CountDownEvent> .AddHandler(Handle); }
public override void Start() { constraint.ForEachGameObject((egoComponent, transform, powerUpUIComponent) => { egoComponent.gameObject.GetComponent <SpriteRenderer>().enabled = false; }); EgoEvents <OnSpeedUpPickUp> .AddHandler(Handle); EgoEvents <OnActivatePowerUp> .AddHandler(Handle); }
// Use this for initialization public override void Start() { //Register Event Handlers EgoEvents <PlayerHitEvent> .AddHandler(Handle); constraint.ForEachGameObject((egoComponent, transform, player) => { player.initialPosition = transform.position; }); }
public override void Start() { EgoEvents <JumpEvent> .AddHandler(Handle); EgoEvents <DashEvent> .AddHandler(Handle); EgoEvents <StepEvent> .AddHandler(Handle); EgoEvents <SetOnGroundEvent> .AddHandler(Handle); }
// Use this for initialization public override void Start() { constraint.ForEachGameObject((egoComponent, transform, movement) => { movement.viewDirection = MovementComponent.ViewDirection.none; }); EgoEvents <JumpEvent> .AddHandler(Handle); EgoEvents <InputDataReceivedEvent> .AddHandler(Handle); }
//float gravity = -9.8f; public override void Start() { constraint.ForEachGameObject((egoComponent, rigidbody, input, movement, actor) => { movement.numberOfJumpsRemaining = movement.jumpStrengths.Length; }); //EgoEvents<CollisionEnterEvent>.AddHandler(Handle); //EgoEvents<CollisionExitEvent>.AddHandler(Handle); EgoEvents <TouchGroundEvent> .AddHandler(Handle); }
// Use this for initialization public override void Start() { //Register Event Handlers EgoEvents <CollisionEnter2DEvent> .AddHandler(Handle); EgoEvents <InputDataReceivedEvent> .AddHandler(Handle); constraint.ForEachGameObject((egoComponent, transform, rigbody, jump, player, onCollissionEnter, Animator, AnimationComponent, spriteRend, serialPort) => { jump.jumpstatus = JumpComponent.Jumpstatus.grounded; }); }
public override void Start() { EgoEvents <GameOverEvent> .AddHandler(Handle); EgoEvents <GameStartEvent> .AddHandler(Handle); EgoEvents <CountDownEvent> .AddHandler(Handle); constraint.ForEachGameObject((egoComponent, gameOver) => { egoComponent.gameObject.SetActive(false); }); }
public override void Start() { constraint.ForEachGameObject((egoComponent, transform, rigidbody, movement, player) => { movement.myFlyStatus = MovementComponent.FlyStatus.notFlying; }); EgoEvents <GameStartEvent> .AddHandler(Handle); EgoEvents <DamageEvent> .AddHandler(Handle); EgoEvents <CountDownEvent> .AddHandler(Handle); }
public override void Start() { // // turn off the panel with "Game Over" text // constraint.ForEachGameObject((ego, ui) => { ui.gameOverPanel.gameObject.SetActive(false); }); EgoEvents <EndOfGameEvent> .AddHandler(Handle); }
public override void Start() { constraint.ForEachGameObject((egoComponent, transfom, powerUpComponent, spriteRenderer, collider) => { powerUpComponent.powerUpTimerTimeElapsed = -1f; spriteRenderer.enabled = false; collider.enabled = false; }); EgoEvents <GameStartEvent> .AddHandler(Handle); EgoEvents <OnActivatePowerUp> .AddHandler(Handle); EgoEvents <DamageEvent> .AddHandler(Handle); }
public override void Start() { EgoEvents <TriggerEnterEvent> .AddHandler(Handle); }
public override void Start() { EgoEvents <GameEndEvent> .AddHandler(Handle); }
public override void Start() { // Add Event Handlers EgoEvents <CommandEvent> .AddHandler(Handle); }
public override void Start() { EgoEvents <InteractEvent> .AddHandler(Handle); EgoEvents <UseEvent> .AddHandler(Handle); }
public override void Start() { EgoEvents <SwitchSceneEvent> .AddHandler(Handle); }
public override void Start() { EgoEvents <AttachEvent> .AddHandler(Handle); EgoEvents <DetachEvent> .AddHandler(Handle); }
public override void Start() { EgoEvents <JumpEvent> .AddHandler(Handle); EgoEvents <DashEvent> .AddHandler(Handle); }
public EgoSystem() { _mask[ComponentIDs.Get(typeof(C1))] = true; _mask[ComponentIDs.Get(typeof(C2))] = true; _mask[ComponentIDs.Get(typeof(C3))] = true; _mask[ComponentIDs.Get(typeof(C4))] = true; _mask[ComponentIDs.Get(typeof(C5))] = true; _mask[ComponentIDs.Get(typeof(C6))] = true; _mask[ComponentIDs.Get(typeof(C7))] = true; _mask[ComponentIDs.Get(typeof(C8))] = true; _mask[ComponentIDs.Get(typeof(C9))] = true; _mask[ComponentIDs.Get(typeof(C10))] = true; _mask[ComponentIDs.Get(typeof(C11))] = true; _mask[ComponentIDs.Get(typeof(C12))] = true; _mask[ComponentIDs.Get(typeof(EgoComponent))] = true; // Attach built-in Event Handlers EgoEvents <AddedGameObject> .AddHandler(Handle); EgoEvents <DestroyedGameObject> .AddHandler(Handle); EgoEvents <AddedComponent <C1> > .AddHandler(Handle); EgoEvents <AddedComponent <C2> > .AddHandler(Handle); EgoEvents <AddedComponent <C3> > .AddHandler(Handle); EgoEvents <AddedComponent <C4> > .AddHandler(Handle); EgoEvents <AddedComponent <C5> > .AddHandler(Handle); EgoEvents <AddedComponent <C6> > .AddHandler(Handle); EgoEvents <AddedComponent <C7> > .AddHandler(Handle); EgoEvents <AddedComponent <C8> > .AddHandler(Handle); EgoEvents <AddedComponent <C9> > .AddHandler(Handle); EgoEvents <AddedComponent <C10> > .AddHandler(Handle); EgoEvents <AddedComponent <C11> > .AddHandler(Handle); EgoEvents <AddedComponent <C12> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C1> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C2> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C3> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C4> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C5> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C6> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C7> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C8> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C9> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C10> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C11> > .AddHandler(Handle); EgoEvents <DestroyedComponent <C12> > .AddHandler(Handle); }
public override void Start() { // Add Event Handlers EgoEvents <PregnancyEvent> .AddHandler(Handle); }
public override void Start() { EgoEvents <PlayerReadyEvent> .AddHandler(Handler); EgoEvents <PlayerNotReadyEvent> .AddHandler(Handler); }
public override void Start() { EgoEvents <LifeUIEvent> .AddHandler(Handle); EgoEvents <GoToMenuEvent> .AddHandler(Handle); }