public void OnStart() { _initSystem.Update(0); _world.Publish(new WorldInitializedMessage { World = _world }); }
public void Update_Should_call_update_on_all_systems() { bool done1 = false; bool done2 = false; using (ISystem <int> system = new SequentialSystem <int>( new ActionSystem <int>(_ => done1 = true), new ActionSystem <int>(_ => done2 = true))) { system.Update(0); } Check.That(done1).IsTrue(); Check.That(done2).IsTrue(); }
public void Update_Should_not_call_update_on_any_systems_When_disabled() { bool done1 = false; bool done2 = false; using (ISystem <int> system = new SequentialSystem <int>( new ActionSystem <int>(_ => done1 = true), new ActionSystem <int>(_ => done2 = true))) { system.IsEnabled = false; system.Update(0); } Check.That(done1).IsFalse(); Check.That(done2).IsFalse(); }
public void Draw(SpriteBatchState state) { state.TransformMatrix = Camera.GetViewMatrix(); state.Begin(); _draw.Update(state); state.End(); state.TransformMatrix = SceneManager.ViewportAdapter.GetScaleMatrix(); state.Begin(); _gui.Update(state); state.End(); }
public void Update(float delta) { _update.Update(delta); }
public void OnQuit() { _cleanupSystem.Update(0); }
public void OnTick(float dt) { _runtimeSystem.Update(dt); }