protected override void OnCreate()
 {
     _visualPinballSimulationSystemGroup = World.GetOrCreateSystem <VisualPinballSimulationSystemGroup>();
     _simulateCycleSystemGroup           = World.GetOrCreateSystem <SimulateCycleSystemGroup>();
     _collDataEntityQuery = EntityManager.CreateEntityQuery(typeof(ColliderData));
     _eventQueue          = new NativeQueue <EventData>(Allocator.Persistent);
 }
Пример #2
0
        protected override void OnCreate()
        {
            // let IPhysicsEngine enable it
            Enabled = false;

            _time.Start();

            _createBallEntityCommandBufferSystem = World.GetOrCreateSystem <CreateBallEntityCommandBufferSystem>();
            _velocitiesSystemGroup       = World.GetOrCreateSystem <UpdateVelocitiesSystemGroup>();
            _simulateCycleSystemGroup    = World.GetOrCreateSystem <SimulateCycleSystemGroup>();
            _ballRingCounterSystem       = World.GetOrCreateSystem <BallRingCounterSystem>();
            _updateAnimationsSystemGroup = World.GetOrCreateSystem <UpdateAnimationsSystemGroup>();
            _transformMeshesSystemGroup  = World.GetOrCreateSystem <TransformMeshesSystemGroup>();

            _systemsToUpdate.Add(_createBallEntityCommandBufferSystem);
            _systemsToUpdate.Add(_velocitiesSystemGroup);
            _systemsToUpdate.Add(_simulateCycleSystemGroup);
            _systemsToUpdate.Add(_ballRingCounterSystem);
            _systemsToUpdate.Add(_updateAnimationsSystemGroup);
            _systemsToUpdate.Add(_transformMeshesSystemGroup);
            base.OnCreate();
        }
 protected override void OnCreate()
 {
     _simulateCycleSystemGroup = World.GetOrCreateSystem <SimulateCycleSystemGroup>();
 }
 protected override void OnCreate()
 {
     _player = Object.FindObjectOfType <Player>();
     _simulateCycleSystemGroup = World.GetOrCreateSystem <SimulateCycleSystemGroup>();
     _eventQueue = new NativeQueue <EventData>(Allocator.Persistent);
 }
 protected override void OnCreate()
 {
     _simulateCycleSystemGroup = World.GetOrCreateSystem <SimulateCycleSystemGroup>();
     _collDataEntityQuery      = EntityManager.CreateEntityQuery(typeof(ColliderData));
 }