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); }
private void CreateSystems() { ISystem newSystem; //Render Systems newSystem = new SystemRender(cameraList, lightPosition, sceneManager.ClientRectangle); systemManager.AddRenderSystem(newSystem); //Update Systems newSystem = new SystemAudio(mainCamera); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemAI(map, Maze.rows, Maze.columns, player); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemSphereCollision(); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemBoxCollision(); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemAIMovement(sceneManager); systemManager.AddUpdateSystem(newSystem); newSystem = new SystemMovement(sceneManager); systemManager.AddUpdateSystem(newSystem); //Assigns entities to appropriate systems systemManager.AssignEntities(entityManager); }