public void OnClickedPlayButton() { Debug.Log("Loading Game."); Clear(); foreach (Entity entity in playerSpawnSystem.controllers.Values) { MenuSpawnSystem.SpawnUI(EntityManager, entity, "LoadGame"); } }
public void OnClickedClassChoiceButton(Entity camera, int arrayIndex) { if (arrayIndex < classes.Count) { Clear(); //Debug.LogError("Loading Class [" + data.classes[arrayIndex - 1].name + "]."); // load race choice now or whatever // start game as that character //systemsManager.gameStartSystem.newCharacterClass = data.classes[arrayIndex - 1]; //SetGameState(GameState.LoadNewWorld); //int cameraID = characterID; // World.EntityManager.GetComponentData<ZoxID>(CameraSystem.cameras[characterID]).id; LoadPlayer(camera, 0, classes[arrayIndex].Value.id); } else { //Debug.LogError("Returning to LoadGame."); Clear(); foreach (Entity entity in playerSpawnSystem.controllers.Values) { MenuSpawnSystem.SpawnUI(EntityManager, entity, "LoadCharacter"); } } }
public void Initialize(Unity.Entities.World space) { // stat bars statbarSystem = space.GetOrCreateSystem <StatbarSystem>(); AddSystemToUpdateList(statbarSystem); statBarSystem = space.GetOrCreateSystem <StatbarPositionerSystem>(); AddSystemToUpdateList(statBarSystem); statbarUpdateSystem = space.GetOrCreateSystem <StatBarUpdaterSystem>(); AddSystemToUpdateList(statbarUpdateSystem); trailerPositionerSystem = space.GetOrCreateSystem <TrailerPositionerSystem>(); AddSystemToUpdateList(trailerPositionerSystem); trailerStarterSystem = space.GetOrCreateSystem <TrailerStarterSystem>(); AddSystemToUpdateList(trailerStarterSystem); statbarFaderSystem = space.GetOrCreateSystem <StatBarFaderSystem>(); AddSystemToUpdateList(statbarFaderSystem); damagePopupSystem = space.GetOrCreateSystem <DamagePopupSystem>(); AddSystemToUpdateList(damagePopupSystem); navigateUISystem = space.GetOrCreateSystem <NavigateUISystem>(); AddSystemToUpdateList(navigateUISystem); navigateUICompleterSystem = space.GetOrCreateSystem <NavigateUICompleterSystem>(); AddSystemToUpdateList(navigateUICompleterSystem); gridUISystem = space.GetOrCreateSystem <GridUISystem>(); AddSystemToUpdateList(gridUISystem); navigateStartSystem = space.GetOrCreateSystem <NavigateStartSystem>(); AddSystemToUpdateList(navigateStartSystem); selectedUISystem = space.GetOrCreateSystem <SelectedUISystem>(); AddSystemToUpdateList(selectedUISystem); panelUISystem = space.GetOrCreateSystem <PanelUISystem>(); AddSystemToUpdateList(panelUISystem); // Player UIs crosshairSpawnSystem = space.GetOrCreateSystem <CrosshairSpawnSystem>(); AddSystemToUpdateList(crosshairSpawnSystem); actionbarSpawnSystem = space.GetOrCreateSystem <ActionbarSystem>(); AddSystemToUpdateList(actionbarSpawnSystem); inventoryUISpawnSystem = space.GetOrCreateSystem <InventoryUISpawnSystem>(); AddSystemToUpdateList(inventoryUISpawnSystem); equipmentUISpawnSystem = space.GetOrCreateSystem <EquipmentUISpawnSystem>(); AddSystemToUpdateList(equipmentUISpawnSystem); statsUISpawnSystem = space.GetOrCreateSystem <StatsUISpawnSystem>(); AddSystemToUpdateList(statsUISpawnSystem); skillbookUISpawnSystem = space.GetOrCreateSystem <SkillbookUISpawnSystem>(); AddSystemToUpdateList(skillbookUISpawnSystem); dialogueUISpawnSystem = space.GetOrCreateSystem <DialogueUISpawnSystem>(); AddSystemToUpdateList(dialogueUISpawnSystem); dialogueSystem = space.GetOrCreateSystem <DialogueSystem>(); AddSystemToUpdateList(dialogueSystem); questLogUISpawnSystem = space.GetOrCreateSystem <QuestLogUISpawnSystem>(); AddSystemToUpdateList(questLogUISpawnSystem); menuSpawnSystem = space.GetOrCreateSystem <MenuSpawnSystem>(); AddSystemToUpdateList(menuSpawnSystem); renderTextSystem = space.GetOrCreateSystem <RenderTextSystem>(); AddSystemToUpdateList(renderTextSystem); mapUISpawnSystem = space.GetOrCreateSystem <MapUISpawnSystem>(); AddSystemToUpdateList(mapUISpawnSystem); SetLinks(); }