// Update is called once per frame void Update() { if (_contexts.game.GetGroup(GameMatcher.Restart).GetEntities().Length != 0) { foreach (var ent in _contexts.game.GetEntities()) { ent.isDestroy = true; } _systems.Execute(); _systems.DeactivateReactiveSystems(); _systems.TearDown(); _systems.ClearReactiveSystems(); _contexts.Reset(); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } if (_contexts.game.GetGroup(GameMatcher.SetMainMenu).GetEntities().Length != 0) { foreach (var ent in _contexts.game.GetEntities()) { ent.isDestroy = true; } _systems.Execute(); _systems.DeactivateReactiveSystems(); _systems.TearDown(); _systems.ClearReactiveSystems(); _contexts.Reset(); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1); } _systems.Execute(); }
private void OnDestroy() { systems.ClearReactiveSystems(); //systems.TearDown(); systems.DeactivateReactiveSystems(); contexts.Reset(); }
void StopAllSystems() { _systems.TearDown(); _systems.DeactivateReactiveSystems(); _systems.ClearReactiveSystems(); _systems = new Feature(); }
void OnDestroy() { _systems.TearDown(); _systems.DeactivateReactiveSystems(); _systems.ClearReactiveSystems(); _contexts.Reset(); }
void OnDestroy() { this._systems.TearDown(); //Contexts.sharedInstance.input.CreateEntity().isEndGame = true; _systems.ClearReactiveSystems(); Contexts.sharedInstance.game.DestroyAllEntities(); Contexts.sharedInstance.input.DestroyAllEntities(); }
public void Destroy() { Dbg.Log("End game"); _systems.Cleanup(); _systems.ClearReactiveSystems(); _systems.DeactivateReactiveSystems(); _systems.TearDown(); }
private void OnDestroy() { if (systems != null) { systems.DeactivateReactiveSystems(); systems.TearDown(); systems.ClearReactiveSystems(); } }
private void OnDestroy() { if (systems != null) { systems.DeactivateReactiveSystems(); systems.TearDown(); wppContext.DestroyAllEntities(); systems.ClearReactiveSystems(); } }
private void OnDestroy() { updateSystems.ClearReactiveSystems(); updateSystems.DeactivateReactiveSystems(); updateSystems.Cleanup(); updateSystems.TearDown(); fixedUpdateSystems.ClearReactiveSystems(); fixedUpdateSystems.DeactivateReactiveSystems(); fixedUpdateSystems.Cleanup(); fixedUpdateSystems.TearDown(); lateUpdateSystems.ClearReactiveSystems(); lateUpdateSystems.DeactivateReactiveSystems(); lateUpdateSystems.Cleanup(); lateUpdateSystems.TearDown(); controllerEntity.Destroy(); }
public void RestartController() { updateSystems.ClearReactiveSystems(); updateSystems.ActivateReactiveSystems(); updateSystems.Cleanup(); updateSystems.TearDown(); fixedUpdateSystems.ClearReactiveSystems(); fixedUpdateSystems.ActivateReactiveSystems(); fixedUpdateSystems.Cleanup(); fixedUpdateSystems.TearDown(); lateUpdateSystems.ClearReactiveSystems(); lateUpdateSystems.ActivateReactiveSystems(); lateUpdateSystems.Cleanup(); lateUpdateSystems.TearDown(); updateSystems.Initialize(); fixedUpdateSystems.Initialize(); lateUpdateSystems.Initialize(); }
protected override void Execute(List <GameEntity> entities) { foreach (var entity in entities) { entity.isDestroy = true; foreach (var ent in _contexts.game.GetEntities()) { ent.isDestroy = true; } _systems.Execute(); _systems.TearDown(); _systems.DeactivateReactiveSystems(); _systems.ClearReactiveSystems(); _contexts.Reset(); SceneManager.LoadScene(0); } }
void when_systems() { Pool pool = null; before = () => { pool = new Pool(10); }; context["fixtures"] = () => { it["initializes InitializeSystemSpy"] = () => { var initializeSystem = new InitializeSystemSpy(); initializeSystem.initialized.should_be_false(); initializeSystem.Initialize(); initializeSystem.initialized.should_be_true(); }; it["executes ExecuteSystemSpy"] = () => { var initializeSystem = new ExecuteSystemSpy(); initializeSystem.executed.should_be_false(); initializeSystem.Execute(); initializeSystem.executed.should_be_true(); }; it["initializes and executes InitializeExecuteSystemSpy"] = () => { var initializeSystem = new InitializeExecuteSystemSpy(); initializeSystem.initialized.should_be_false(); initializeSystem.executed.should_be_false(); initializeSystem.Initialize(); initializeSystem.Execute(); initializeSystem.initialized.should_be_true(); initializeSystem.executed.should_be_true(); }; it["executes ReactiveSystemSpy"] = () => { var system = createReactiveSystem(pool); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_false(); system.Execute(); spy.didExecute.should_be(1); spy.initialized.should_be_false(); }; }; context["systems"] = () => { Systems systems = null; before = () => { systems = new Systems(); }; it["returns systems when adding system"] = () => { systems.Add(new InitializeSystemSpy()).should_be_same(systems); }; it["initializes IInitializeSystem"] = () => { var system = new InitializeSystemSpy(); systems.Add(system); systems.Initialize(); system.initialized.should_be_true(); }; it["executes IExecuteSystem"] = () => { var system = new ExecuteSystemSpy(); systems.Add(system); systems.Execute(); system.executed.should_be_true(); }; it["initializes and executes IInitializeSystem, IExecuteSystem"] = () => { var system = new InitializeExecuteSystemSpy(); systems.Add(system); systems.Initialize(); systems.Execute(); system.initialized.should_be_true(); system.executed.should_be_true(); }; it["initializes and executes ReactiveSystem"] = () => { var system = createReactiveSystem(pool); systems.Add(system); systems.Initialize(); systems.Execute(); systems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(1); spy.initialized.should_be_true(); }; it["clears reactive systems"] = () => { var system = createReactiveSystem(pool); systems.Add(system); systems.Initialize(); systems.ClearReactiveSystems(); systems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_true(); }; it["clears reactive systems recursively"] = () => { var system = createReactiveSystem(pool); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); parentSystems.ClearReactiveSystems(); parentSystems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_true(); }; it["deactivates reactive systems"] = () => { var system = createReactiveSystem(pool); systems.Add(system); systems.Initialize(); systems.DeactivateReactiveSystems(); systems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_true(); }; it["deactivates reactive systems recursively"] = () => { var system = createReactiveSystem(pool); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); parentSystems.DeactivateReactiveSystems(); parentSystems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_true(); }; it["activates reactive systems"] = () => { var system = createReactiveSystem(pool); systems.Add(system); systems.Initialize(); systems.DeactivateReactiveSystems(); systems.ActivateReactiveSystems(); systems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_true(); pool.CreateEntity().AddComponentA(); systems.Execute(); spy.didExecute.should_be(1); }; it["activates reactive systems recursively"] = () => { var system = createReactiveSystem(pool); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); parentSystems.DeactivateReactiveSystems(); parentSystems.ActivateReactiveSystems(); parentSystems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_true(); pool.CreateEntity().AddComponentA(); systems.Execute(); spy.didExecute.should_be(1); }; }; }
void when_systems() { MyTestContext ctx = null; before = () => { ctx = new MyTestContext(); }; context["fixtures"] = () => { it["initializes InitializeSystemSpy"] = () => { var system = new InitializeSystemSpy(); system.didInitialize.should_be(0); system.Initialize(); system.didInitialize.should_be(1); }; it["executes ExecuteSystemSpy"] = () => { var system = new ExecuteSystemSpy(); system.didExecute.should_be(0); system.Execute(); system.didExecute.should_be(1); }; it["cleans up CleanupSystemSpy"] = () => { var system = new CleanupSystemSpy(); system.didCleanup.should_be(0); system.Cleanup(); system.didCleanup.should_be(1); }; it["tears down TearDownSystemSpy"] = () => { var system = new TearDownSystemSpy(); system.didTearDown.should_be(0); system.TearDown(); system.didTearDown.should_be(1); }; it["initializes, executes, cleans up and tears down system"] = () => { var system = new ReactiveSystemSpy(ctx.CreateCollector(Matcher <TestEntity> .AllOf(CID.ComponentA))); ctx.CreateEntity().AddComponentA(); system.didInitialize.should_be(0); system.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); system.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); system.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); system.TearDown(); system.didTearDown.should_be(1); }; it["executes ReactiveSystemSpy"] = () => { var system = createReactiveSystem(ctx); system.Execute(); system.entities.Length.should_be(1); }; }; context["systems"] = () => { Systems systems = null; before = () => { systems = new Systems(); }; it["returns systems when adding system"] = () => { systems.Add(new InitializeSystemSpy()).should_be_same(systems); }; it["initializes IInitializeSystem"] = () => { var system = new InitializeSystemSpy(); systems.Add(system); systems.Initialize(); system.didInitialize.should_be(1); }; it["executes IExecuteSystem"] = () => { var system = new ExecuteSystemSpy(); systems.Add(system); systems.Execute(); system.didExecute.should_be(1); }; it["wraps IReactiveSystem in a ReactiveSystem"] = () => { var system = new ReactiveSystemSpy(ctx.CreateCollector(Matcher <TestEntity> .AllOf(CID.ComponentA))); systems.Add(system); ctx.CreateEntity().AddComponentA(); systems.Execute(); system.didExecute.should_be(1); }; it["adds ReactiveSystem"] = () => { var system = new ReactiveSystemSpy(ctx.CreateCollector(Matcher <TestEntity> .AllOf(CID.ComponentA))); systems.Add(system); ctx.CreateEntity().AddComponentA(); systems.Execute(); system.didExecute.should_be(1); }; it["cleans up ICleanupSystem"] = () => { var system = new CleanupSystemSpy(); systems.Add(system); systems.Cleanup(); system.didCleanup.should_be(1); }; it["initializes, executes, cleans up and tears down InitializeExecuteCleanupTearDownSystemSpy"] = () => { var system = new ReactiveSystemSpy(ctx.CreateCollector(Matcher <TestEntity> .AllOf(CID.ComponentA))); ctx.CreateEntity().AddComponentA(); systems.Add(system); system.didInitialize.should_be(0); systems.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); systems.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); systems.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); systems.TearDown(); system.didTearDown.should_be(1); }; it["initializes, executes, cleans up and tears down ReactiveSystem"] = () => { var system = createReactiveSystem(ctx); systems.Add(system); system.didInitialize.should_be(0); systems.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); systems.Execute(); systems.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); systems.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); systems.TearDown(); system.didTearDown.should_be(1); }; it["initializes, executes, cleans up and tears down systems recursively"] = () => { var system = createReactiveSystem(ctx); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); system.didInitialize.should_be(0); parentSystems.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); parentSystems.Execute(); parentSystems.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); parentSystems.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); parentSystems.TearDown(); system.didTearDown.should_be(1); }; it["clears reactive systems"] = () => { var system = createReactiveSystem(ctx); systems.Add(system); systems.Initialize(); system.didInitialize.should_be(1); systems.ClearReactiveSystems(); systems.Execute(); system.didExecute.should_be(0); }; it["clears reactive systems recursively"] = () => { var system = createReactiveSystem(ctx); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); system.didInitialize.should_be(1); parentSystems.ClearReactiveSystems(); parentSystems.Execute(); system.didExecute.should_be(0); }; it["deactivates reactive systems"] = () => { var system = createReactiveSystem(ctx); systems.Add(system); systems.Initialize(); system.didInitialize.should_be(1); systems.DeactivateReactiveSystems(); systems.Execute(); system.didExecute.should_be(0); }; it["deactivates reactive systems recursively"] = () => { var system = createReactiveSystem(ctx); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); system.didInitialize.should_be(1); parentSystems.DeactivateReactiveSystems(); parentSystems.Execute(); system.didExecute.should_be(0); }; it["activates reactive systems"] = () => { var system = createReactiveSystem(ctx); systems.Add(system); systems.Initialize(); system.didInitialize.should_be(1); systems.DeactivateReactiveSystems(); systems.ActivateReactiveSystems(); systems.Execute(); system.didExecute.should_be(0); ctx.CreateEntity().AddComponentA(); systems.Execute(); system.didExecute.should_be(1); }; it["activates reactive systems recursively"] = () => { var system = createReactiveSystem(ctx); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); system.didInitialize.should_be(1); parentSystems.DeactivateReactiveSystems(); parentSystems.ActivateReactiveSystems(); parentSystems.Execute(); system.didExecute.should_be(0); ctx.CreateEntity().AddComponentA(); systems.Execute(); system.didExecute.should_be(1); }; }; }
void when_systems() { Pool pool = null; before = () => { pool = new Pool(10); }; context["fixtures"] = () => { it["initializes InitializeSystemSpy"] = () => { var system = new InitializeSystemSpy(); system.didInitialize.should_be(0); system.Initialize(); system.didInitialize.should_be(1); }; it["executes ExecuteSystemSpy"] = () => { var system = new ExecuteSystemSpy(); system.didExecute.should_be(0); system.Execute(); system.didExecute.should_be(1); }; it["cleans up CleanupSystemSpy"] = () => { var system = new CleanupSystemSpy(); system.didCleanup.should_be(0); system.Cleanup(); system.didCleanup.should_be(1); }; it["tears down TearDownSystemSpy"] = () => { var system = new TearDownSystemSpy(); system.didTearDown.should_be(0); system.TearDown(); system.didTearDown.should_be(1); }; it["initializes, executes, cleans up and tears down InitializeExecuteCleanupTearDownSystemSpy"] = () => { var system = new InitializeExecuteCleanupTearDownSystemSpy(); system.didInitialize.should_be(0); system.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); system.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); system.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); system.TearDown(); system.didTearDown.should_be(1); }; it["executes ReactiveSystemSpy"] = () => { var system = createReactiveSystem(pool); var spy = (ReactiveSubSystemSpy)system.subsystem; system.Execute(); spy.entities.Length.should_be(1); }; }; context["systems"] = () => { Systems systems = null; before = () => { systems = new Systems(); }; it["returns systems when adding system"] = () => { systems.Add(new InitializeSystemSpy()).should_be_same(systems); }; it["initializes IInitializeSystem"] = () => { var system = new InitializeSystemSpy(); systems.Add(system); systems.Initialize(); system.didInitialize.should_be(1); }; it["executes IExecuteSystem"] = () => { var system = new ExecuteSystemSpy(); systems.Add(system); systems.Execute(); system.didExecute.should_be(1); }; it["cleans up ICleanupSystem"] = () => { var system = new CleanupSystemSpy(); systems.Add(system); systems.Cleanup(); system.didCleanup.should_be(1); }; it["initializes, executes, cleans up and tears down InitializeExecuteCleanupTearDownSystemSpy"] = () => { var system = new InitializeExecuteCleanupTearDownSystemSpy(); systems.Add(system); system.didInitialize.should_be(0); systems.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); systems.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); systems.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); systems.TearDown(); system.didTearDown.should_be(1); }; it["initializes, executes, cleans up and tears down ReactiveSystem"] = () => { var system = createReactiveSystem(pool); var spy = (ReactiveSubSystemSpy)system.subsystem; systems.Add(system); spy.didInitialize.should_be(0); systems.Initialize(); spy.didInitialize.should_be(1); spy.didExecute.should_be(0); systems.Execute(); systems.Execute(); spy.didExecute.should_be(1); spy.didCleanup.should_be(0); systems.Cleanup(); spy.didCleanup.should_be(1); spy.didTearDown.should_be(0); systems.TearDown(); spy.didTearDown.should_be(1); }; it["initializes, executes, cleans up and tears down systems recursively"] = () => { var system = createReactiveSystem(pool); var spy = (ReactiveSubSystemSpy)system.subsystem; systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); spy.didInitialize.should_be(0); parentSystems.Initialize(); spy.didInitialize.should_be(1); spy.didExecute.should_be(0); parentSystems.Execute(); parentSystems.Execute(); spy.didExecute.should_be(1); spy.didCleanup.should_be(0); parentSystems.Cleanup(); spy.didCleanup.should_be(1); spy.didTearDown.should_be(0); parentSystems.TearDown(); spy.didTearDown.should_be(1); }; it["clears reactive systems"] = () => { var system = createReactiveSystem(pool); var spy = (ReactiveSubSystemSpy)system.subsystem; systems.Add(system); systems.Initialize(); spy.didInitialize.should_be(1); systems.ClearReactiveSystems(); systems.Execute(); spy.didExecute.should_be(0); }; it["clears reactive systems recursively"] = () => { var system = createReactiveSystem(pool); var spy = (ReactiveSubSystemSpy)system.subsystem; systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); spy.didInitialize.should_be(1); parentSystems.ClearReactiveSystems(); parentSystems.Execute(); spy.didExecute.should_be(0); }; it["deactivates reactive systems"] = () => { var system = createReactiveSystem(pool); var spy = (ReactiveSubSystemSpy)system.subsystem; systems.Add(system); systems.Initialize(); spy.didInitialize.should_be(1); systems.DeactivateReactiveSystems(); systems.Execute(); spy.didExecute.should_be(0); }; it["deactivates reactive systems recursively"] = () => { var system = createReactiveSystem(pool); var spy = (ReactiveSubSystemSpy)system.subsystem; systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); spy.didInitialize.should_be(1); parentSystems.DeactivateReactiveSystems(); parentSystems.Execute(); spy.didExecute.should_be(0); }; it["activates reactive systems"] = () => { var system = createReactiveSystem(pool); var spy = (ReactiveSubSystemSpy)system.subsystem; systems.Add(system); systems.Initialize(); spy.didInitialize.should_be(1); systems.DeactivateReactiveSystems(); systems.ActivateReactiveSystems(); systems.Execute(); spy.didExecute.should_be(0); pool.CreateEntity().AddComponentA(); systems.Execute(); spy.didExecute.should_be(1); }; it["activates reactive systems recursively"] = () => { var system = createReactiveSystem(pool); var spy = (ReactiveSubSystemSpy)system.subsystem; systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); spy.didInitialize.should_be(1); parentSystems.DeactivateReactiveSystems(); parentSystems.ActivateReactiveSystems(); parentSystems.Execute(); spy.didExecute.should_be(0); pool.CreateEntity().AddComponentA(); systems.Execute(); spy.didExecute.should_be(1); }; }; }
private void StopSystems() { systems.DeactivateReactiveSystems(); systems.TearDown(); systems.ClearReactiveSystems(); }
void OnDestroy() { systems.DeactivateReactiveSystems(); systems.TearDown(); systems.ClearReactiveSystems(); }
public override void Execute() { base.Execute(); // So that any changes UpdateGameObjectDrivenEntitiesSystem just made aren't recorded. updateGameObjectsSystems.ClearReactiveSystems(); }
public void OnDestroy() { _systems.ClearReactiveSystems(); _uiPool.Reset(); SceneSetup.OnSceneChanging -= OnSceneChanging; }