Пример #1
0
        public MapSystem()
        {
            TemplateFilter <UnitOccupyingCellTemplate> .Setup();

            _templateList = EntityController.GetTemplateList <UnitOccupyingCellTemplate>();
            _del          = UpdateNode;
        }
Пример #2
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        public FlightPhysicsSystem()
        {
            TemplateFilter <FlyingTemplate> .Setup();

            _flyingList = EntityController.GetTemplateList <FlyingTemplate>();
            _del        = UpdateNode;
        }
Пример #3
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 public PhysicsMoverSystem()
 {
     _rbDel    = CheckPaused;
     _moverDel = HandleVelocityMover;
     MessageKit.addObserver(Messages.PauseChanged, CheckPause);
     _moverList = EntityController.GetTemplateList <RigidbodyMoverTemplate>();
 }
Пример #4
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        public CollisionCheckSystem()
        {
            TemplateFilter <CollisionCheckForwardTemplate> .Setup();

            _list = EntityController.GetTemplateList <CollisionCheckForwardTemplate>();
            _del  = RunUpdate;
        }
Пример #5
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        public PlayerRaycastTargetSystem()
        {
            TemplateFilter <PlayerRaycastTargetTemplate> .Setup();

            _list = EntityController.GetTemplateList <PlayerRaycastTargetTemplate>();
            _del  = Update;
        }
Пример #6
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        public TurnBasedSystem()
        {
            TemplateFilter <TurnBasedCharacterTemplate> .Setup();

            _turnTemplates      = EntityController.GetTemplateList <TurnBasedCharacterTemplate>();
            _findCurrentFastest = FindCurrent;
            _setupUnitTurns     = SetupUnitTurn;
        }
        public FirstPersonAnimationSystem()
        {
            TemplateFilter <FirstPersonAnimationTemplate> .Setup();

            _animTemplates = EntityController.GetTemplateList <FirstPersonAnimationTemplate>();
            EntityController.RegisterReceiver(new EventReceiverFilter(this, new [] {
                typeof(WeaponModelComponent),
                typeof(PoseAnimatorComponent)
            }));
        }
Пример #8
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        public static void ListCharacters()
        {
            var characterNodes = EntityController.GetTemplateList <CharacterTemplate>();

            Console.Log("Character Count " + characterNodes.UsedCount);
            characterNodes.Run(
                (ref CharacterTemplate node) => {
                Console.Log("Character " + node.Entity.DebugId);
            });
        }
Пример #9
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 public void OnSystemUpdate(float dt, float unscaledDt)
 {
     if (_flyingList == null)
     {
         _flyingList = EntityController.GetTemplateList <FlyingTemplate>();
     }
     if (_flyingList != null)
     {
         _flyingList.Run(_del);
     }
 }
Пример #10
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 public void OnPeriodicUpdate()
 {
     if (_occupyTemplates == null)
     {
         _occupyTemplates = EntityController.GetTemplateList <UnitOccupyingCellTemplate>();
     }
     if (Game.GameActive && !Game.Paused)
     {
         _sensorTemplates.Run(_sensorDel);
         _unitySensorTemplates.Run(_unitySensorDel);
     }
 }
Пример #11
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        public SensorSystem()
        {
            _sensorDel      = RunUpdate;
            _unitySensorDel = RunUpdate;
            TemplateFilter <SensorDetectingTemplate> .Setup();

            _sensorTemplates = EntityController.GetTemplateList <SensorDetectingTemplate>();
            TemplateFilter <UnitySensorTemplate> .Setup();

            _unitySensorTemplates = EntityController.GetTemplateList <UnitySensorTemplate>();
            EntityController.RegisterReceiver(new EventReceiverFilter(this, new[] {
                typeof(SensorTargetsComponent)
            }));
        }
        public SpriteRenderingSystem()
        {
            TemplateFilter <SpriteRendererTemplate> .Setup();

            _rendererList = EntityController.GetTemplateList <SpriteRendererTemplate>();
            _rendererDel  = RunUpdate;

            TemplateFilter <SpriteRendererInstancedTemplate> .Setup();

            _rendererInstancedList = EntityController.GetTemplateList <SpriteRendererInstancedTemplate>();
            _rendererInstancedDel  = RunUpdate;

            _simpleRenderers   = EntityController.GetComponentArray <SpriteSimpleRendererComponent>();
            _simpleRendererDel = RunUpdate;

            ItemPool.LoadAsset <Material>(MaterialAddress, (m) => _material = m);
        }
Пример #13
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        public MoverSystem()
        {
            TemplateFilter <ForwardMoverTemplate> .Setup();

            _forwardMovers = EntityController.GetTemplateList <ForwardMoverTemplate>();
            _forwardDel    = HandleForwardMovement;
            TemplateFilter <RotateToTemplate> .Setup();

            _rotators  = EntityController.GetTemplateList <RotateToTemplate>();
            _rotateDel = HandleRotation;
            TemplateFilter <SimpleMoverTemplate> .Setup();

            _simpleMovers = EntityController.GetTemplateList <SimpleMoverTemplate>();
            _simpleDel    = HandleMoveSimple;
            TemplateFilter <ArcMoverTemplate> .Setup();

            _arcMovers = EntityController.GetTemplateList <ArcMoverTemplate>();
            _arcDel    = HandleArcMovement;
        }