void Awake() { creator = new EntityCreator (this); config = new GameConfig (); Screen.SetResolution (1022, 409, false); //creator.CreateMainMenu (); var size = Camera.main.ScreenToWorldPoint (new Vector2(Screen.width, Screen.height)); config.Bounds = new Bounds (Vector3.zero, new Vector3 (size.x * 2, size.y * 2)); Engine.AddSystem (new NetworkSystem(creator), SystemPriorities.PreUpdate); //creator.createNetwork (); }
void Awake() { creator = new EntityCreator(this); config = new GameConfig(); var size = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height)); config.Bounds = new Bounds(Vector3.zero, new Vector3(size.x*2, size.y*2)); Engine.AddSystem(new WaitForStartSystem(creator), SystemPriorities.PreUpdate); Engine.AddSystem(new GameManagerSystem(creator, config), SystemPriorities.PreUpdate); Engine.AddSystem(new MotionControlSystem(), SystemPriorities.Update); Engine.AddSystem(new GunControlSystem(creator), SystemPriorities.Update); Engine.AddSystem(new BulletAgeSystem(creator), SystemPriorities.Update); Engine.AddSystem(new DeathThroesSystem(creator), SystemPriorities.Update); Engine.AddSystem(new MovementSystem(config), SystemPriorities.Move); Engine.AddSystem(new CollisionSystem(creator), SystemPriorities.ResolveCollisions); Engine.AddSystem(new HudSystem(), SystemPriorities.Animate); Engine.AddSystem(new AudioSystem(), SystemPriorities.Render); creator.CreateWaitForClick(); creator.CreateGame(); }
void Awake() { creator = new EntityCreator(prefabs); engine = new Engine(); config.InitBounds(Camera.main); engine.AddSystem(new MenusSystem(), SystemPriorities.PreUpdate); engine.AddSystem(new PlayerRespawningSystem(creator), SystemPriorities.PreUpdate); engine.AddSystem(new LevelingSystem(creator, config), SystemPriorities.Update); engine.AddSystem(new MotionControlSystem(), SystemPriorities.Update); engine.AddSystem(new GunControlSystem(creator), SystemPriorities.Update); engine.AddSystem(new BulletAgeSystem(), SystemPriorities.Update); engine.AddSystem(new DeathThroesSystem(), SystemPriorities.Update); engine.AddSystem(new AsteroidSplittingSystem(creator), SystemPriorities.ResolveCollisions); engine.AddSystem(new MovementSystem(config), SystemPriorities.Move); engine.AddSystem(new BulletCollisionSystem(), SystemPriorities.ResolveCollisions); engine.AddSystem(new SpaceshipCollisionSystem(creator), SystemPriorities.ResolveCollisions); engine.AddSystem(new HudSystem(), SystemPriorities.Animate); engine.AddSystem(new AudioSystem(), SystemPriorities.Render); creator.CreateGame(); }
void Awake() { creator = new EntityCreator(this); config = new GameConfig(); var size = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height)); config.Bounds = new Bounds(Vector3.zero, new Vector3(size.x * 2, size.y * 2)); Engine.AddSystem(new WaitForStartSystem(creator), SystemPriorities.PreUpdate); Engine.AddSystem(new GameManagerSystem(creator, config), SystemPriorities.PreUpdate); Engine.AddSystem(new MotionControlSystem(), SystemPriorities.Update); Engine.AddSystem(new GunControlSystem(creator), SystemPriorities.Update); Engine.AddSystem(new BulletAgeSystem(creator), SystemPriorities.Update); Engine.AddSystem(new DeathThroesSystem(creator), SystemPriorities.Update); Engine.AddSystem(new MovementSystem(config), SystemPriorities.Move); Engine.AddSystem(new CollisionSystem(creator), SystemPriorities.ResolveCollisions); Engine.AddSystem(new HudSystem(), SystemPriorities.Animate); Engine.AddSystem(new AudioSystem(), SystemPriorities.Render); creator.CreateWaitForClick(); creator.CreateGame(); }