private AEntitiesSystem(IParallelRunner runner, int minEntityCountByRunnerIndex) {
public DefaultEcsComponentSystem(DefaultWorld world, IParallelRunner runner) : base(world, runner) { }
/// <summary> /// Initialise a new instance of the <see cref="AComponentSystem{TState, TComponent}"/> class with the given <see cref="World"/> and <see cref="IParallelRunner"/>. /// </summary> /// <param name="world">The <see cref="World"/> on which to process the update.</param> /// <param name="runner">The <see cref="IParallelRunner"/> used to process the update in parallel if not null.</param> /// <exception cref="ArgumentNullException"><paramref name="world"/> is null.</exception> protected AComponentSystem(World world, IParallelRunner runner) : this(world, runner, 0) { }
public PositionSystem(World world, IParallelRunner runner) : base(world.GetEntities().With <Position>().With <DrawInfo>().AsSet(), runner) { }
public DefaultEcsSystem(DefaultWorld world, IParallelRunner runner) : base(world.GetEntities().With <DefaultComponent>().AsSet(), runner) { }
public System(World world, IParallelRunner runner, int minEntityCountByRunnerIndex) : base(world, runner, minEntityCountByRunnerIndex) { }
public MoveSystem(World world, IParallelRunner runner, Grid grid) : base(world, runner) { _world = world; _grid = grid; }
/// <summary> /// Initialise a new instance of the <see cref="AEntitySystem{T}"/> class with the given <see cref="EntitySet"/> and <see cref="IParallelRunner"/>. /// </summary> /// <param name="set">The <see cref="EntitySet"/> on which to process the update.</param> /// <param name="runner">The <see cref="IParallelRunner"/> used to process the update in parallel if not null.</param> /// <param name="minEntityCountByRunnerIndex">The minimum number of <see cref="Entity"/> per runner index to use the given <paramref name="runner"/>.</param> /// <exception cref="ArgumentNullException"><paramref name="set"/> is null.</exception> protected AEntitySystem(EntitySet set, IParallelRunner runner, int minEntityCountByRunnerIndex) : this(runner, minEntityCountByRunnerIndex) { _set = set ?? throw new ArgumentNullException(nameof(set)); }
/// <summary> /// Initialise a new instance of the <see cref="AEntitySystem{T}"/> class with the given <see cref="EntitySet"/> and <see cref="IParallelRunner"/>. /// </summary> /// <param name="set">The <see cref="EntitySet"/> on which to process the update.</param> /// <param name="runner">The <see cref="IParallelRunner"/> used to process the update in parallel if not null.</param> /// <exception cref="ArgumentNullException"><paramref name="set"/> is null.</exception> protected AEntitySystem(EntitySet set, IParallelRunner runner) : this(set, runner, 0) { }
/// <summary> /// Initialise a new instance of the <see cref="AEntitySystem{T}"/> class with the given <see cref="World"/>. /// To create the inner <see cref="EntitySet"/>, <see cref="WithAttribute"/> and <see cref="WithoutAttribute"/> attributes will be used. /// </summary> /// <param name="world">The <see cref="World"/> from which to get the <see cref="Entity"/> instances to process the update.</param> /// <param name="runner">The <see cref="IParallelRunner"/> used to process the update in parallel if not null.</param> /// <exception cref="ArgumentNullException"><paramref name="world"/> is null.</exception> protected AEntitySystem(World world, IParallelRunner runner) : this(world, runner, 0) { }
private AEntitySystem(IParallelRunner runner, int minEntityCountByRunnerIndex) { _runner = runner ?? DefaultParallelRunner.Default; _runnable = new Runnable(this); _minEntityCountByRunnerIndex = minEntityCountByRunnerIndex; }
public TestComponentSystem(World world, IParallelRunner runner) : base(world, runner) { _world = world; }
public TestSystem(World world, IParallelRunner runner) : base(world.GetEntities().With <Position>().With <Speed>().AsSet(), runner) { }
public DrawSystem(SpriteBatch batch, World world, IParallelRunner runner) : base(world) { _batch = batch; _world = world; _runner = runner; }
public System(EntitySet set, IParallelRunner runner) : base(set, runner) { }
/// <summary> /// Initialise a new instance of the <see cref="AEntitySystem{T}"/> class with the given <see cref="World"/>. /// To create the inner <see cref="EntitySet"/>, <see cref="WithAttribute"/> and <see cref="WithoutAttribute"/> attributes will be used. /// </summary> /// <param name="world">The <see cref="World"/> from which to get the <see cref="Entity"/> instances to process the update.</param> /// <param name="runner">The <see cref="IParallelRunner"/> used to process the update in parallel if not null.</param> /// <param name="minEntityCountByRunnerIndex">The minimum number of <see cref="Entity"/> per runner index to use the given <paramref name="runner"/>.</param> /// <exception cref="ArgumentNullException"><paramref name="world"/> is null.</exception> protected AEntitySystem(World world, IParallelRunner runner, int minEntityCountByRunnerIndex) : this(runner, minEntityCountByRunnerIndex) { _set = EntityRuleBuilderFactory.Create(GetType())(this, world ?? throw new ArgumentNullException(nameof(world))).AsSet(); }
public System(EntitySet set, IParallelRunner runner, int minEntityCountByRunnerIndex) : base(set, runner, minEntityCountByRunnerIndex) { }
public ParentSystem(World world, IParallelRunner runner) : base(world, runner) { HierarchyLevelSetter.Setup(world); }
public DefaultEcsComponentSystem(DefaultWorld world, IParallelRunner runner) : base(world.GetEntities().With <DefaultSpeed>().With <DefaultPosition>().AsSet(), runner) { _world = world; }
public ResetBehaviorSystem(World world, IParallelRunner runner) : base(world, runner) { }
public System(World world, IParallelRunner runner) : base(world, runner) { }
private AEntityMultiMapSystem(Func <object, EntityMultiMap <TKey> > factory, IParallelRunner runner, int minEntityCountByRunnerIndex) {