public SceneObjectLimitSystem(Contexts contexts)
 {
     _contexts = contexts;
     _group    = contexts.sceneObject.GetGroup(SceneObjectMatcher.AllOf(SceneObjectMatcher.WeaponObject, SceneObjectMatcher.LifeTime)
                                               .NoneOf(SceneObjectMatcher.FlagDestroy));
     _list = new List <SceneObjectEntity>(64);
 }
Пример #2
0
 public override void OnStart()
 {
     base.OnStart();
     _contexts = mEntity.robot.Wapper.GameContexts as Contexts;
     //  bagContext = (mEntity.robot.Wapper.GameContexts as Contexts).bag;
     sceneObjectContext = _contexts.sceneObject;
     weaponGroup        = sceneObjectContext.GetGroup(
         SceneObjectMatcher.AnyOf(SceneObjectMatcher.SimpleItem)
         );
 }
Пример #3
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 protected override IGroup <SceneObjectEntity> GetIGroup(Contexts contexts)
 {
     return(contexts.sceneObject.GetGroup(SceneObjectMatcher.AllOf(SceneObjectMatcher.Position,
                                                                   SceneObjectMatcher.UnityObject)));
 }