protected override void OnCreate() { m_PhysicsWorldSystem = World.GetOrCreateSystem <PhysicsWorldSystem>(); m_DebugStreamSystem = World.GetOrCreateSystem <PhysicsDebugStreamSystem>(); RequireSingletonForUpdate <PhysicsDebugDisplay>(); }
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>(); }
protected override void OnCreate() { base.OnCreate(); _stepPhysicsWorldSystem = World.GetOrCreateSystem <StepPhysicsWorldSystem>(); _physicsWorldSystem = World.GetOrCreateSystem <PhysicsWorldSystem>(); _endFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); _setSignalSystem = World.GetOrCreateSystem <SetSignalSystem>(); }
protected override void OnCreate() { base.OnCreate(); _stepPhysicsWorldSystem = World.GetOrCreateSystem <StepPhysicsWorldSystem>(); _physicsWorldSystem = World.GetOrCreateSystem <PhysicsWorldSystem>(); _endFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); _onOverlapDamageOvertimeSystem = World.GetOrCreateSystem <OnOverlapDamageOvertimeSystem>(); }
protected override void OnCreate() { base.OnCreate(); _physicsWorldSystem = World.GetOrCreateSystem <PhysicsWorldSystem>(); }
protected override void OnCreate() { base.OnCreate(); _physicsWorldSystem = World.GetOrCreateSystem <PhysicsWorldSystem>(); RequireSingletonForUpdate <GridInfo>(); }