public static ctxs.general.delay.systems.InputActionEntity CreateCommand(this InputActionContext inputActionContext, float delay = 0) { var e = inputActionContext.CreateEntity(); e.AddDelay(delay); return(e); }
public Contexts() { game = new GameContext(); input = new InputContext(); inputAction = new InputActionContext(); meta = new MetaContext(); var postConstructors = System.Linq.Enumerable.Where( GetType().GetMethods(), method => System.Attribute.IsDefined(method, typeof(Entitas.CodeGeneration.Attributes.PostConstructorAttribute)) ); foreach (var postConstructor in postConstructors) { postConstructor.Invoke(this, null); } }
public static ctxs.general.delay.systems.InputActionEntity CreateQueuedCommand(this InputActionContext inputActionContext, float delay = 0) { var e = CreateCommand(inputActionContext, delay); e.isCommandQueued = true; return(e); }
public static src.libs.src.ctxs.general.delay.systems.InputActionEntity GetEntityWithId(this InputActionContext context, int value) { return(((Entitas.PrimaryEntityIndex <src.libs.src.ctxs.general.delay.systems.InputActionEntity, int>)context.GetEntityIndex(Contexts.Id)).GetEntity(value)); }