public ChangeMovementStateSystem ( BaseSceneContext.MovementData data ) { _data = data; }
public OneUpdateGameManager ( EnemyController.Factory factory, BaseSceneContext.MovementData data, int count ) : base(factory, count) { _data = data; }
public AddMovementSystem ( BaseSceneContext.MovementData data, InputContext inputContext, IContext <GameEntity> context ) : base(context) { _data = data; _inputContext = inputContext; }
public ChangeMovementStateSystem ( BaseSceneContext.MovementData data, GameContext gameContext, InputContext inputContext ) { _data = data; _inputContext = inputContext; _entities = new List <GameEntity>(); _gameGroup = gameContext.GetGroup(GameMatcher.MovementState); }
public MovementStateSwitcher ( BaseSceneContext.MovementData data, IContext <GameEntity> context, InputContext inputContext ) { Add(new DeleteWaitStateSystem(context, inputContext)); Add(new DeleteMovementStateSystem(context, inputContext)); Add(new AddWaitStateSystem(data, inputContext, context)); Add(new AddMovementStateSystem(data, inputContext, context)); Add(new AddMovementSystem(data, inputContext, context)); }
public UnityECSGameManager ( EnemyController.UnityECSFactory factory, EntityManager entityManager, BaseSceneContext.MovementData data, int count ) : base(factory, count) { _factory = factory; _entityManager = entityManager; _count = count; _entityManager.World.CreateSystem <ChangeMovementStateSystem>(data); }
public OneUpdateWithJobGameManager ( EnemyController.Factory factory, BaseSceneContext.MovementData data, int count ) : base(factory, count) { _data = data; _controllersAll = new List <OneUpdateWithJobMovementController>(); _directions = new NativeList <Vector3>(Allocator.TempJob); _speeds = new NativeList <float>(Allocator.TempJob); _transforms = new TransformAccessArray(0, -1); }
public EntitasGameManager ( BaseSceneContext.MovementData data, EnemyController.EntitasFactory factory, int count ) : base(factory, count) { var contexts = Contexts.sharedInstance; var gameContext = contexts.game; var inputContext = contexts.input; _systems = new Systems() .Add(new UpdateTimeSystem(inputContext)) .Add(new ChangeMovementStateSystem(data, gameContext, inputContext)) // .Add(new MovementStateSwitcher(data, gameContext, inputContext)) .Add(new MovementToPositionSystem(gameContext, inputContext)) .Add(new ChangeViewPositionSystem(gameContext)); }
public void Inject(BaseSceneContext.MovementData movementData) { _movementData = movementData; }