protected override void OnCreate() { _UnitQuery = GetEntityQuery(typeof(UnitData)); _SelectionSystem = World.GetOrCreateSystem <SelectionSystem>(); _ECBSystem = World.GetOrCreateSystem <EndInitializationEntityCommandBufferSystem>(); _BuildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>(); }
private void PlacePlacable() { SelectionHitOBJ HitObj = SelectionSystem.getMouseFowardLocation(new GameObject[] { ScopedObject.gameObject }, false, GameManager.I.Constants.TerrainLayer); if (AlignToSurface == 0) { HitObj = SelectionSystem.getMouseFowardLocation(new GameObject[] { ScopedObject.gameObject }, false, GameManager.I.Modular.ModularPieceTempLayer, GameManager.I.Constants.TerrainLayer); HitObj.HitNormal = Vector3.up; // clamp normal default } else if (AlignToSurface == 1) { HitObj = SelectionSystem.getMouseFowardLocation(new GameObject[] { ScopedObject.gameObject }, false, GameManager.I.Modular.ModularPieceTempLayer, GameManager.I.Constants.TerrainLayer); } else if (AlignToSurface == 2) { HitObj = SelectionSystem.getMouseFowardLocation(new GameObject[] { ScopedObject.gameObject }, false, GameManager.I.Modular.ModularPieceTempLayer, GameManager.I.Modular.ModularPieceLayer, GameManager.I.Constants.TerrainLayer); } ScopedObject.PlaceAtPos(HitObj.getHitPos(), SnapType, (AlignToSurface == 1 || AlignToSurface == 2)?(Vector3?)HitObj.HitNormal:null, (LocalSpace)?ScopedObject.LocalSpace:null, FastPlacementOffset); if (GameManager.I.Modular.ScopedSet != null) // is not building in a set { ScopedObject.AutoStack(StackType, GameManager.I.Modular.ScopedSet); } else { ScopedObject.AutoStack(StackType, () => { return(Management.GameManager.I.Modular.OverlappingModularSets(ScopedObject, (StackType == StackTypes.Boundary))); }); } //UpdateVisualGrid (); }
public UIController(PuzzleEditor editor, SelectionSystem selection, Mode.Mode mode, GameController controller, Transform canvas) { this.Editor = editor; this.Selection = selection; this.Mode = mode; this.Controller = controller; this.Initialize(canvas); }
public CommandManager( Faction faction, IRtsInput rtsInput, ICommandExecutor commandExecutor, SelectionSystem selectionSystem) { this.faction = faction; this.commandExecutor = commandExecutor; this.selectionSystem = selectionSystem; rtsInput.ActionOnUnit += OnActionOnUnit; }
void Awake() { if (instance != null) { Destroy(gameObject); return; } instance = this; selectionSystem = GetComponent <SelectionSystem>(); unitSystem = GetComponent <UnitSystem>(); gridSystem = GetComponent <GridSystem>(); resourceSystem = GetComponent <ResourceSystem>(); xpSystem = GetComponent <XpSystem>(); buildingSystem = GetComponent <BuildingSystem>(); }
public FlightScene( Content content, EntityController entityController, Resolver <IComponentFactory> factories, Resolver <IComponentContainer> containers, SceneBuilder sceneBuilder, FlightPlanSystem flightPlanSystem, IComponentContainer <FlightPlan> flightPlans, ReactionControlSystem reactionControlSystem, SelectionSystem selectionSystem, AsteroidEditorTab asteroidEditorTab) { this.Content = content; this.EntityController = entityController; this.Factories = factories; this.Containers = containers; this.SceneBuilder = sceneBuilder; this.FlightPlanSystem = flightPlanSystem; this.FlightPlans = flightPlans; this.ReactionControlSystem = reactionControlSystem; this.SelectionSystem = selectionSystem; this.AsteroidEditorTab = asteroidEditorTab; }
public static void EnemyUnitsCanNotBeCommanded() { EditorSceneManager.NewScene(NewSceneSetup.EmptyScene); var friendlyFaction = ScriptableObject.CreateInstance <Faction>(); var enemyFaction = ScriptableObject.CreateInstance <Faction>(); var commandExecutorStub = new CommandExecutorStub(); var rtsInputStub = new RtsInputStub(); var selectionSystem = new SelectionSystem(rtsInputStub, friendlyFaction); new CommandManager(friendlyFaction, rtsInputStub, commandExecutorStub, selectionSystem); var friendlyUnit = new GameObject().AddComponent <Unit>(); var enemyUnit = new GameObject().AddComponent <Unit>(); friendlyUnit.Faction = friendlyFaction; enemyUnit.Faction = enemyFaction; rtsInputStub.TriggerSelectOnUnit(enemyUnit); rtsInputStub.TriggerActionOnUnit(friendlyUnit); Assert.IsEmpty(commandExecutorStub.commands); }
public Player(SelectionSystem selection) : base(selection) { }
public EditorUI(GameController controller, PuzzleEditor editor, SelectionSystem selection, Mode.Mode mode, Transform canvas) : base(controller, editor, selection, mode, canvas) { }
public Editor(SelectionSystem selection) : base(selection) { }
protected override void OnCreate() { inputSystem = World.GetOrCreateSystem <InputSystem>(); selectionSystem = World.GetOrCreateSystem <SelectionSystem>(); lockstepSystemGroup = World.GetOrCreateSystem <LockstepSystemGroup>(); lockstepSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem <CommandExecutionSystem>()); lockstepSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem <VolatileCommandSystem>()); lockstepSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem <CommandableSafetySystem>()); blockMovementSystem = World.GetOrCreateSystem <BlockMovementSystem>(); onGroupCheckSystem = World.GetOrCreateSystem <OnGroupCheckSystem>(); updateReachableHexListSystem = World.GetOrCreateSystem <UpdateReachableHexListSystem>(); resourceSourceManagerSystem = World.GetOrCreateSystem <ResourceSourceManagerSystem>(); triggerGatherSystem = World.GetOrCreateSystem <TriggerGatherSystem>(); dropPointSystem = World.GetOrCreateSystem <DropPointSystem>(); triggerUpdateResBufferSystem = World.GetOrCreateSystem <TriggerUpdateResBufferSystem>(); updateResourceBufferSystem = World.GetOrCreateSystem <UpdateResourceBufferSystem>(); updateOcupationMapSystem = World.GetOrCreateSystem <UpdateOcupationMapSystem>(); updateDestinationSystem = World.GetOrCreateSystem <UpdateDestinationSystem>(); sightSystem = World.GetOrCreateSystem <SightSystem>(); pathRefreshSystem = World.GetOrCreateSystem <PathRefreshSystem>(); pathFindingSystem = World.GetOrCreateSystem <PathFindingSystem>(); pathChangeIndexSystem = World.GetOrCreateSystem <PathChangeIndexSystem>(); findPosibleTargetsSystem = World.GetOrCreateSystem <FindPosibleTargetsSystem>(); findActionTargetSystem = World.GetOrCreateSystem <FindActionTargetSystem>(); findMovementTargetSystem = World.GetOrCreateSystem <FindMovementTargetSystem>(); steeringSystem = World.GetOrCreateSystem <SteeringSystem>(); translationSystem = World.GetOrCreateSystem <TranslationSystem>(); movementFinisherSystem = World.GetOrCreateSystem <MovementFinisherSystem>(); collisionSystem = World.GetOrCreateSystem <CollisionSystem>(); directionSystem = World.GetOrCreateSystem <DirectionSystem>(); startActSystem = World.GetOrCreateSystem <StartActSystem>(); removeReceivingActComponentsSystem = World.GetOrCreateSystem <RemoveReceivingActComponentsSystem>(); initReceivingActComponentsSystem = World.GetOrCreateSystem <InitReceivingActComponentsSystem>(); attackSystem = World.GetOrCreateSystem <AttackSystem>(); receiveDamageSystem = World.GetOrCreateSystem <ReceiveDamageSystem>(); gatherSystem = World.GetOrCreateSystem <GatherSystem>(); extractResourceSystem = World.GetOrCreateSystem <ExtractResourceSystem>(); updateGathererAmmountSystem = World.GetOrCreateSystem <UpdateGathererAmmountSystem>(); endActionSystem = World.GetOrCreateSystem <EndActionSystem>(); resourceSystem = World.GetOrCreateSystem <ResourceSystem>(); deathSystem = World.GetOrCreateSystem <DeathSystem>(); //simulationSystemGroup = World.GetOrCreateSystem<SimulationSystemGroup>(); //simulationSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem<PathFindingSystem>()); //simulationSystemGroup.AddSystemToUpdateList(World.GetOrCreateSystem<PathFollowSystem>()); //lateSimulationSystemGroup = World.GetOrCreateSystem<LateSimulationSystemGroup>(); //applicationSystemGroup = World.GetOrCreateSystem<ApplicationSystemGroup>(); }
public Mode(SelectionSystem selection) { this.Selection = selection; }