示例#1
0
 public ChangeMovementStateSystem
 (
     BaseSceneContext.MovementData data
 )
 {
     _data = data;
 }
 public OneUpdateGameManager
 (
     EnemyController.Factory factory,
     BaseSceneContext.MovementData data,
     int count
 ) : base(factory, count)
 {
     _data = data;
 }
示例#3
0
 public AddMovementSystem
 (
     BaseSceneContext.MovementData data,
     InputContext inputContext,
     IContext <GameEntity> context
 ) : base(context)
 {
     _data         = data;
     _inputContext = inputContext;
 }
示例#4
0
        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);
        }
示例#8
0
        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;
 }