/// <summary> /// Creates all systems for visual debugging /// </summary> /// <returns></returns> private Systems CreateSystems() { var systems = new Systems(); // Create Nested Systems systems.Add(CreateNestedSystems()); // All System Types Combinations systems.Add(CreateAllTypesOfSystems()); // Create Empty Systems systems.Add(CreateEmptySystems()); // Duplicate systems added to same Feature systems.Add(CreateSameInstance()); return(systems); }
private static void AddSystem(PointsSystem system) { if (Systems.FirstOrDefault(s => s.Loyalty == system.Loyalty) != null) { return; } Systems.Add(system); }
private void AddSystem(CraftSystem system) { if (Systems == null) { Systems = new List <CraftSystem>(); } Systems.Add(system); }
/// <summary> /// Registers an <see cref="ISharperSystem{T}"/> to the Game. This should not be called from external code. /// </summary> /// <param name="system">The target system to register.</param> public void RegisterSystem(ISharperSystem <BaseSharperComponent> system) { if (Systems.Contains(system) || Systems.Any(x => x.GetType() == system.GetType())) { throw new DuplicateSharperObjectException(); } Systems.Add(system); }
public MainMenuScene() : base(Woofer.Controller) { Systems.Add(new MenuSystem()); ISoundEffect music = Controller.AudioUnit["bgm"]; music.Looping = true; music.Volume = 0.4f; music.PlayAsMusic(); }
void Awake() { var contexts = Contexts.sharedInstance; contexts.game.SetGlobals(playerPrefab, enemyPrefab, shotPrefab, enemyCountText); systems = new Systems(); systems.Add(new DeathSystem(contexts)); systems.Add(new PlayerInstantiateSystem(contexts)); systems.Add(new ShotInstantiateSystem(contexts)); systems.Add(new EnemyInstantiateSystem(contexts)); systems.Add(new ShotMovementSystem(contexts)); systems.Add(new ShotCollisionSystem(contexts)); systems.Add(new EnemyMovementSystem(contexts)); systems.Add(new PlayerInputSystem(contexts)); systems.Add(new ViewDestroySystem(contexts)); systems.Add(new TransformApplySystem(contexts)); systems.Initialize(); }
public void RegisterSystem(BaseSystem system) { if (Systems.Contains(system)) { System.Diagnostics.Debug.WriteLine($"System of type {system.GetType()} already registered."); } else { Systems.Add(system); } }
protected override void AddAssetSystems() { foreach (var systype in AssetWindowConfig.LoadSystems) { IAssetBundleSystem sys = System.Activator.CreateInstance(systype) as IAssetBundleSystem; if (sys != null) { Systems.Add(sys); } } }
/// <summary> /// Creates all systems for visual debugging /// </summary> /// <returns></returns> private Systems CreateSystems() { var systems = new Systems(); // Create Nested Systems systems.Add(CreateNestedSystems()); // All System Types Combinations systems.Add(CreateAllTypesOfSystems()); // Create Empty Systems systems.Add(CreateEmptySystems()); // Duplicate systems added to same Feature systems.Add(CreateSameInstance()); // Add per-context cleanup systems systems.Add(new VisualDebugCleanupFeature()); return(systems); }
/// <summary> /// 初始化助手 /// </summary> public void OnInitialization() { List <Type> types = ReflectionToolkit.GetTypesInRunTimeAssemblies(type => { return(type.IsSubclassOf(typeof(ECS_System))); }); for (int i = 0; i < types.Count; i++) { Systems.Add(types[i], Activator.CreateInstance(types[i]) as ECS_System); } }
/// <summary> /// Adds the given <see cref="TransitionSystem"/> to <see cref="Systems"/>. /// </summary> public bool AddSystem(TransitionSystem system) { lock (locker) { bool success = Systems.Add(system); if (success) { IndexSystems(); } return(success); } }
private void Start( ) { Contexts.sharedInstance = new Contexts( ); _contexts = Contexts.sharedInstance; _systems = new Systems( ); _systems.Add( new HelloSystem(_contexts) ); _systems.Initialize( ); StartCoroutine(ClonePrototypes( )); }
public Systems GetSystems() { Check(); Systems result = new Systems(); foreach (var system in systems) { result.Add(system); } return(result); }
public void AddSystem(ISystem system) { var applicableHandlers = ConventionalSystemHandlers .Where(handler => handler.CanHandleSystem(system)) .OrderByPriority(); foreach (var handler in applicableHandlers) { handler.SetupSystem(system); } Systems.Add(system); }
// Use this for initialization void Start() { var contexts = Contexts.sharedInstance; _systems = CreateSystems(contexts); var logicSystems = CreateLogicSystems(contexts); _systems.Add(logicSystems); contexts.game.SetLogicSystem(logicSystems); _systems.Initialize(); }
// Use this for initialization private void Start() { var contexts = Contexts.sharedInstance; p1entity = contexts.game.CreateEntity(); p1entity.AddResource(gameSetup.player1); p1gameObj = Instantiate(p1entity.resource.prefab); p1entity.AddPosition(p1gameObj.transform.position.x, 0); p1entity.AddVelocity(0, 0); p2entity = contexts.game.CreateEntity(); p2entity.AddResource(gameSetup.player2); p2gameObj = Instantiate(p2entity.resource.prefab); p2entity.AddPosition(p2gameObj.transform.position.x, 0); p2entity.AddVelocity(0, 0); ballEntity = contexts.game.CreateEntity(); ballEntity.AddResource(gameSetup.ball); ballGameObj = Instantiate(ballEntity.resource.prefab); ballEntity.AddPosition(0, 0); ballEntity.AddVelocity(0.05f, 0); contexts.game.SetGameSetup(gameSetup); _systems = new Feature("Game"); //make a new hello world system _systems.Add(new HelloWorldSystem()); _systems.Add(new InitializePlayerSystem(contexts)); _systems.Add(new AddVelocityToPositionSystem(contexts)); _systems.Add(new WorldWrapSystem(contexts)); _systems.Initialize(); }
private async Task LoadSystemsStatuses(bool refresh) { var systems = await SystemStatusManager.Instance.LoadSystemsStatuses(refresh); Systems.Clear(); if (!systems.IsNullOrEmpty()) { foreach (var system in systems) { Systems.Add(system); } } }
public void AddSystemInfluence(long systemAddress, int amount, ulong missionId) { SystemInfluence si; if (!Systems.TryGetValue(systemAddress, out si)) { si = new SystemInfluence(systemAddress, amount, missionId); Systems.Add(systemAddress, si); } else { si.AddInfluence(amount, missionId); } }
public LevelSelect() : base(Woofer.Controller) { Systems.Add(new EditorInputSystem()); Systems.Add(new TextInputSystem()); Systems.Add(new EnumerationSelectViewSystem()); Systems.Add(new BackToMainMenuSystem()); Systems.Add(new ModalFocusSystem() { CurrentSystem = "back_to_menu" }); }
/// <summary> /// Creates a system and all of its needed directories and settings for hyperspin to work. /// </summary> /// <param name="systemName">Name of the system.</param> /// <param name="existingDb">if set to <c>true</c> [existing database].</param> /// <returns></returns> public async Task <bool> CreateSystem(string systemName, string existingDb = "", string mainmenuName = "") { if (!await _systemCreator.CreateSystem(systemName, existingDb)) { return(false); } Systems.Add(new MenuItemViewModel(new MainMenu(systemName, 1))); _hsSerializer = new HyperspinSerializer(_hyperspinFrontEnd.Path, systemName, mainmenuName); await SaveCurrentSystemsListToXmlAsync(mainmenuName, false); return(true); }
protected override void LoadContent() { context = new Context(); systems = new Systems(); systems .Add(new EntitySpawnSystem(context, Window.ClientBounds.Width, Window.ClientBounds.Height)) .Add(new InputSystem(context)) .Add(new BoundsSystem(context, Window)) .Add(new MovementSystem(context)) .Add(new CollisionSystem(context, Window.ClientBounds.Width, Window.ClientBounds.Height)) .Add(new RenderSystem(GraphicsDevice, context)); systems.Initialize(); }
void Awake() { var context = Contexts.sharedInstance; context.game.SetGlobals(shotPrefab); systems = new Systems(); systems.Add(new DeathSystem(context)); systems.Add(new PrefabInstantiateSystem(context)); systems.Add(new PlayerInputSystem(context)); systems.Add(new ForwardMovementSystem(context)); systems.Add(new ShotCollisionSystem(context)); systems.Add(new PlayerCollisionSystem(context)); systems.Add(new TransformApplySystem(context)); systems.Add(new ViewDestroySystem(context)); systems.Initialize(); }
private void Systems_Add( ) { if (SystemGuids.Count == 0) { throw new Exception("No GUIDs provided in setting `SystemGuids`"); } var systems = GetSystemsOrdered( ); SystemsOrdered = systems; foreach (var system in systems) { Systems.Add(system); } }
public SystemsSetup InputSystems() { _systems .Add(_pool.CreateSystem <PlayerRestartSystem>()) .Add(_pool.CreateSystem <ReturnToPreviousViewSystem>()) .Add(_pool.CreateSystem <RotateCameraInputSystem>()) .Add(_pool.CreateSystem <HeroInputSystem>()) .Add(_pool.CreateSystem <PerformInputQueueSystem>()); return(this); }
/// <summary> /// Gets the Anom data for the specified system, creates it if it doesn't exist /// </summary> /// <param name="sysName">Name of the System</param> /// <returns>Anom Data</returns> public AnomData GetSystemAnomData(string sysName) { AnomData ret; if (Systems.Keys.Contains(sysName)) { ret = Systems[sysName]; } else { ret = new AnomData(); ret.SystemName = sysName; Systems.Add(sysName, ret); } return(ret); }
/// <summary> /// Finds contained systems. /// </summary> /// <param name="ifcRelHandle">The relation handle.</param> void ProcessIFCRelServicesBuildings(IFCAnyHandle ifcRelHandle) { IFCAnyHandle relatingSystem = IFCAnyHandleUtil.GetInstanceAttribute(ifcRelHandle, "RelatingSystem"); if (IFCAnyHandleUtil.IsNullOrHasNoValue(relatingSystem)) { Importer.TheLog.LogMissingRequiredAttributeError(ifcRelHandle, "RelatingSystem", false); return; } IFCSystem system = IFCSystem.ProcessIFCSystem(relatingSystem); if (system != null) { Systems.Add(system); } }
public void Execute() { var filename = GlobalAppSettings.DataFileName; if (filename == null) { Status = LoadStatus.FileNameIsEmpty; throw new ArgumentException("Не указан путь к файлу для загрузки"); } if (!File.Exists(filename)) { Status = LoadStatus.FileNotExists; throw new ArgumentException("Указанный файл не существует"); } try { var lines = File.ReadAllLines(filename); Systems.Clear(); foreach (var line in lines) { var arr = line.Split('|'); var item = new InformationSystem { OperationSystem = arr[0], Database = arr[1], RamAmount = int.Parse(arr[2]), MemoryAmount = int.Parse(arr[3]), Cost = int.Parse(arr[4]) }; Systems.Add(item); } Status = LoadStatus.Success; } catch (Exception e) { Status = LoadStatus.GeneralError; Logger.Log(e); throw; } }
/// <summary> /// Creates the multi system. /// </summary> /// <param name="options">The options.</param> /// <returns></returns> public Task <bool> CreateMultiSystem(MultiSystemOptions options) { IMediaCopier mc = new MediaCopier(_hyperspinFrontEnd); _hsSerializer = new HyperspinSerializer(_hyperspinFrontEnd.Path, options.MultiSystemName, ""); IMultiSystem ms = new MultiSystem(_hsSerializer, _systemCreator, mc, options); var games = MultiSystemGamesList.Select(x => x.Game); if (!Systems.Any(x => x.Name == options.MultiSystemName)) { Systems.Add(new MenuItemViewModel(new MainMenu(options.MultiSystemName, 1))); } //Group the games because we can't have duplicate romnames in the database. var filteredGames = games.GroupBy(x => x.RomName).Select(grp => grp.First()); return(ms.CreateMultiSystem(filteredGames , _hyperspinFrontEnd.Path, _settingsRepo.HypermintSettings.RlPath)); }
public void SystemsDeactivatesSystemsRecursively() { var system = CreateReactiveSystem(_ctx); _systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(_systems); parentSystems.Initialize(); Assert.AreEqual(1, system.DidInitialize); parentSystems.Deactivate(); parentSystems.Update(); Assert.AreEqual(0, system.DidExecute); }
public GameContext(IEnumerable <ISystem> systems, IEnumerable <ISystem> renderingSystems, IBaseGuiScreen contextScreen) { if (systems != null && systems.Any()) { foreach (var system in systems) { Systems.Add(system); } } if (renderingSystems != null && renderingSystems.Any()) { foreach (var system in renderingSystems) { RenderingSystems.Add(system); } } ContextScreen = contextScreen; }