public CollisionProcessingSystem(GameplayContext context) { _group = context.GetGroup(GameplayMatcher.WispCollision); _group.OnEntityAdded += OnPlayerCollision; _playerGroup = context.GetGroup(GameplayMatcher.Wisp); }
public VisualizationSystem(GameplayContext context) { _visualizationGroup = context.GetGroup( GameplayMatcher.AllOf( GameplayMatcher.Collidable, GameplayMatcher.Position ) ); }
public InputSystem(GameplayContext context, ICamera camera, ICommonConfig commonConfig) { _deltaProvider = new List <IInputDeltaProvider> { new MouseInputDeltaProvider(camera, () => commonConfig.MouseMovementSensitivity), new KeyboardInputDeltaProvider(() => commonConfig.KeyboardMovementSensitivity) }; _wispGroup = context.GetGroup(GameplayMatcher.WispMovementDelta); }
public CardActionResult AttemptToPlay() { if (cardData == null) { throw new InvalidOperationException("Attempted to play a card with no data"); } CardActionResult returnResult = new CardActionResult(); GameplayContext.StartCoroutineOnManager(cardData.CardBehaviour(returnResult)); return(returnResult); }
public CollisionDetectionSystem(GameplayContext context) { _context = context; _playerGroup = context.GetGroup( GameplayMatcher.AllOf( GameplayMatcher.Wisp ) ); _projectilesGroup = context.GetGroup( GameplayMatcher.AllOf( GameplayMatcher.Collidable ) ); }
public Contexts() { gameplay = new GameplayContext(); input = new InputContext(); uI = new UIContext(); var postConstructors = System.Linq.Enumerable.Where( GetType().GetMethods(), method => System.Attribute.IsDefined(method, typeof(Entitas.CodeGeneration.Attributes.PostConstructorAttribute)) ); foreach (var postConstructor in postConstructors) { postConstructor.Invoke(this, null); } }
public SpawnersSystem(GameplayContext context) { _spawnersGroup = context.GetGroup(GameplayMatcher.Spawner); }
public ApplyVelocitySystem(GameplayContext context) { // TODO: Maybe unite rotation and position as "Transform"? _movables = context.GetGroup(GameplayMatcher.Velocity); }
public RenderTransformSystem(GameplayContext context) : base(context) { }
public WispMovementSystem(GameplayContext context) : base(context) { }
public InflictDamageSystem(GameplayContext context) : base(context) { }
public GameTimeSystem(GameplayContext context) { _context = context; }
public RenderSpriteSystem(GameplayContext context) : base(context) { }
public DestroyBeyondBoundsSystem(GameplayContext context) : base(context) { }
public PlayerStatsUISystem(GameplayContext context) : base(context) { }
// Start is called before the first frame update void Start() { FXHelper.Initialize(); ColorUtility.TryParseHtmlString("#793434", out Color col); enemyHealthBar.Colour = col; stateStack = new Stack <GameState>(); stateStack.Push(GameState.PlayerIdle); if (worldGrid == null) { worldGrid = GameObject.FindObjectOfType <HexGrid>(); } worldGrid.GenerateMap(mapRadius); entFactory = EntityFactory.GetFactory; allEntities = new List <Entity>(); allEnemies = new List <Entity>(); enemiesWhoNeedTurns = new List <Entity>(); entitiesToClean = new List <Entity>(); if (GameplayContext.ChosenTemplate != null) { GenerateEncounter(GameplayContext.ChosenTemplate); } else { GenerateEncounter(defaultEncounterTemplate); } GameplayContext.InitializeForEncounter(this, player, worldGrid, interfaceManager); if (GameplayContext.CurrentLoadout != null) { basicDeck = GameplayContext.CurrentLoadout.ToDeckTemplate(); } else { //fudge a deck together so we can start on the combat scene without crashing CardDatabase.LoadAllCards(); basicDeck = new DeckTemplate(); basicDeck.AddCardID(CardDatabase.GetCardDataByName("Shoot").cardID, 6); basicDeck.AddCardID(CardDatabase.GetCardDataByName("Step").cardID, 4); } if (!GearDatabase.IsLoaded) { GearDatabase.LoadAllGear(); } drawPile = basicDeck.ConvertToDeck(); drawPile.PrintContents("drawpile"); allExistingCards = new List <Card>(); foreach (Card c in drawPile) { allExistingCards.Add(c); } discardPile = new Deck(); playerHand = new List <Card>(); drawPile.Shuffle(); energy = 5; if (!GameplayContext.InDebugMode) { GameObject endbutton = GameObject.Find("EndGameButton"); endbutton.SetActive(false); } Invoke("StartNewTurn", 0.2f); }
public CreateGameObjectsSystem(GameplayContext context) : base(context) { _context = context; }