protected override void OnCreate() { base.OnCreate(); _gameActionSystem = World.GetOrCreateSystem <ExecuteGameActionSystem>(); _processingHealthChanges = new NativeList <HealthChangeRequestData>(Allocator.Persistent); }
protected override void OnCreate() { base.OnCreate(); _physicsWorldSystem = World.GetOrCreateSystem <PhysicsWorldSystem>(); _gameActionSystem = World.GetOrCreateSystem <ExecuteGameActionSystem>(); }
protected override void OnCreate() { base.OnCreate(); _emitSignalSystem = World.GetOrCreateSystem <SetSignalSystem>(); _executeSys = World.GetOrCreateSystem <ExecutePawnControllerInputSystem>(); _physicsWorldSystem = World.GetOrCreateSystem <PhysicsWorldSystem>(); _executeGameActionSystem = World.GetOrCreateSystem <ExecuteGameActionSystem>(); }