private void CreateSystems() { ISystem newSystem; //--update newSystem = new SystemAudio(); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemLinearMovement(); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemAudio(); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemGhostAI(entityManager); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemPlayerControl(sceneManager); systemManager.AddUpdateSystem(newSystem); //--collision newSystem = new SystemCollisionDetection(); systemManager.AddCollisionSystem((SystemCollisionDetection)newSystem); newSystem = new SystemCollisionResponse(entityManager); systemManager.AddResponseSystem((ISystemCollisionResponse)newSystem); //--render newSystem = new SystemRender(); systemManager.AddRenderSystem(newSystem); //--final newSystem = new SystemMovement(); systemManager.AddFinalSystem(newSystem); }