public void Init() { constructionSystem = new ConstructionSystem(this); countSystem = new CountSystem(this); motionSystem = new MotionSystem(this); timingststem = new TimingSystem(this); }
public SystemManager() { PlayerComponentEntities = new List <string>(); MotionComponentEntities = new List <string>(); PositionComponentEntities = new List <string>(); SpriteComponentEntites = new List <string>(); RenderComponentEntites = new List <string>(); InputComponentEntities = new List <string>(); CollisionComponentEntities = new List <string>(); MotionSystem = new MotionSystem(); CollisionSystem = new CollisionSystem(); InputSystem = new InputSystem(); RenderSystem = new RenderSystem(); }
private void UiRefresh() //这种多线程界面更新为直接传递参数给代理函数 { string returnRapid; int i; while (true) //Important { if (RBTCtroller != null) { MotionSystem modata = RBTCtroller.MotionSystem; i = modata.SpeedRatio; JointTarget jt = new JointTarget(); jt = RBTCtroller.MotionSystem.ActiveMechanicalUnit.GetPosition(); returnRapid = jt.ToString(); this.BeginInvoke(mydel, new object[] { returnRapid });//这种多线程界面更新为直接传递参数给代理函数 } Thread.Sleep(1000); } }