ActivateReactiveSystems() 공개 메소드

public ActivateReactiveSystems ( ) : void
리턴 void
예제 #1
0
        private void SetupSystems()
        {
            //a feature is a group of systems
            _pausableUpdateSystems = new Feature();

            _pausableUpdateSystems.Add(_pool.CreateSystem <StartNextRoundSystem> ());
            _pausableUpdateSystems.Add(_pool.CreateSystem <VelocitySystem> ());
            _pausableUpdateSystems.Add(_pool.CreateSystem <AcceptInputSystem> ());
            _pausableUpdateSystems.Add(_pool.CreateSystem <AISystem> ());
            _pausableUpdateSystems.Add(_pool.CreateSystem <GoalSystem> ());
            _pausableUpdateSystems.Add(_pool.CreateSystem <DestroySystem> ());

            //	'Collision' as NOT physics based - as an example
            _pausableUpdateSystems.Add(_pool.CreateSystem <BoundsBounceSystem> ());
            _pausableUpdateSystems.Add(_pool.CreateSystem <BoundsConstrainSystem> ());
            _pausableUpdateSystems.Initialize();
            _pausableUpdateSystems.ActivateReactiveSystems();


            _pausableFixedUpdateSystems = new Feature();
            //  'Collision as Physics based - as an example.
            _pausableFixedUpdateSystems.Add(_pool.CreateSystem <CollisionSystem> ());
            _pausableFixedUpdateSystems.Initialize();
            _pausableFixedUpdateSystems.ActivateReactiveSystems();


            //for demo only, an example of an unpausable system
            _unpausableUpdateSystems = new Feature();
            _unpausableUpdateSystems.Add(_pool.CreateSystem <TimeSystem> ());
            _unpausableUpdateSystems.Initialize();
            _unpausableUpdateSystems.ActivateReactiveSystems();

            // This is custom and optional. I use it to store the systems in case I need them again.
            // This is the only place I put a component directly on a _pool. It is supported.
            // I'm not sure this is useful, but I saw something similar in Entitas presentation slides - srivello
            _pool.SetEntitas
            (
                _pausableUpdateSystems,
                _unpausableUpdateSystems,
                _pausableUpdateSystems
            );
            //Debug.Log("pausableUpdateSystems: " + Pools.pool.entitas.pausableUpdateSystems);
        }
예제 #2
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        private void SetupSystems()
        {
            //a feature is a group of systems
            _unpausableUpdateSystems = new Feature();
            _unpausableUpdateSystems.Add(_pool.CreateSystem <VelocitySystem> ());
            _unpausableUpdateSystems.Add(_pool.CreateSystem <AcceptInputSystem> ());
            _unpausableUpdateSystems.Add(_pool.CreateSystem <DestroySystem> ());

            _unpausableUpdateSystems.Initialize();
            _unpausableUpdateSystems.ActivateReactiveSystems();

            // I'm not sure this is useful, but I saw something similar in Entitas presentation slides - srivello
            _pool.SetEntitas
            (
                null,
                _unpausableUpdateSystems,
                null
            );
            //Debug.Log("pausableUpdateSystems: " + Pools.pool.entitas.unpausableUpdateSystems);
        }
예제 #3
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);
            };
        };
    }
예제 #4
0
    void when_systems()
    {
        Contexts contexts = null;

        before = () => {
            contexts = new Contexts { test = new Context(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 system"] = () => {
                var system = new ReactiveSystemSpy(contexts.test.CreateCollector(Matcher.AllOf(CID.ComponentA)));
                contexts.test.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(contexts);

                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(contexts.test.CreateCollector(Matcher.AllOf(CID.ComponentA)));
                systems.Add(system);
                contexts.test.CreateEntity().AddComponentA();
                systems.Execute();
                system.didExecute.should_be(1);
            };

            it["adds ReactiveSystem"] = () => {
                var system = new ReactiveSystemSpy(contexts.test.CreateCollector(Matcher.AllOf(CID.ComponentA)));
                systems.Add(system);
                contexts.test.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(contexts.test.CreateCollector(Matcher.AllOf(CID.ComponentA)));
                contexts.test.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(contexts);

                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(contexts);

                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(contexts);

                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(contexts);
                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(contexts);

                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(contexts);
                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(contexts);

                systems.Add(system);

                systems.Initialize();
                system.didInitialize.should_be(1);

                systems.DeactivateReactiveSystems();
                systems.ActivateReactiveSystems();
                systems.Execute();
                system.didExecute.should_be(0);

                contexts.test.CreateEntity().AddComponentA();
                systems.Execute();

                system.didExecute.should_be(1);
            };

            it["activates reactive systems recursively"] = () => {
                var system = createReactiveSystem(contexts);
                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);

                contexts.test.CreateEntity().AddComponentA();
                systems.Execute();

                system.didExecute.should_be(1);
            };
        };
    }