protected sealed override void DefinePostSetUpSystems(IEcsSystemProxy system) { base.DefinePostSetUpSystems(system); system.Go <EndFrameTransformSystem>(); system.Go <RenderMeshSystemV2>(); system.Go <RenderBoundsUpdateSystem>(); }
protected override void DefineSetUpSystems(IEcsSystemProxy system) { base.DefineSetUpSystems(system); system.Init <CreateSystem>(constructorArguments: TerrainSettings); system.Init <InitSystem>(constructorArguments: TerrainSettings); system.Init <TerrainSystem>(false, constructorArguments: TerrainSettings); }
protected override void DefineRunSystems(IEcsSystemProxy system) { base.DefineRunSystems(system); system.Init <TCreateSystem>(false); system.Init <TInitDataSystem>(); system.Init <TIterateSystem>(); }
protected override void DefineRunSystems(IEcsSystemProxy system) { base.DefineRunSystems(system); CreatePlayer(); system.Go <CopyTransformFromGameObjectSystem>(); system.Go <TerrainSystem>(); }
protected sealed override void DefineRunSystems(IEcsSystemProxy system) { base.DefineRunSystems(system); DefineSystems(system); system.Init <RenderMeshSystemV2>(); system.Init <EndFrameTransformSystem>(); system.Init <CreateMissingRenderBoundsFromMeshRenderer>(); system.Init <RenderBoundsUpdateSystem>(); }
protected override void DefineRunSystems(IEcsSystemProxy system) { base.DefineRunSystems(system); _playerPosition.position = new Vector3(100f, 0f, 100f); system.Get <CopyTransformFromGameObjectSystem>(); system.Get <EndFrameTransformSystem>(); system.Get <EndFrameBarrier>(); system.Get <TerrainSystem>(); }
protected override void DefinePostSetUpSystems(IEcsSystemProxy system) { base.DefinePostSetUpSystems(system); system.Get <TerrainSystem>(); system.Get <TerrainSystem>(); system.Get <TerrainSystem>(); system.Get <CopyTransformFromGameObjectSystem>(); system.Get <EndFrameTransformSystem>(); system.Get <EndFrameBarrier>(); }
protected override void DefineRunSystems(IEcsSystemProxy system) { base.DefineRunSystems(system); system.Get <TerrainSystem>(); }
protected abstract void DefineSystems(IEcsSystemProxy system);
protected sealed override void DefineSetUpSystems(IEcsSystemProxy system) { base.DefineSetUpSystems(system); }
protected virtual void DefineSetUpSystems(IEcsSystemProxy system) { }
protected sealed override void DefinePostRunSystems(IEcsSystemProxy system) { base.DefinePostRunSystems(system); ScriptBehaviourUpdateOrder.UpdatePlayerLoop(World.Active); }
protected override void DefineSetUpSystems(IEcsSystemProxy system) { base.DefineSetUpSystems(system); system.Init <TCreateSystem>(false); }
protected virtual void DefineCleanupSystems(IEcsSystemProxy system) { }
protected override void DefineCleanupSystems(IEcsSystemProxy system) { base.DefineCleanupSystems(system); system.Init <CleanUpSystem>(); }
protected virtual void DefineRunSystems(IEcsSystemProxy system) { }
protected override void DefineSystems(IEcsSystemProxy system) { system.Init <TerrainSystem>(constructorArguments: TerrainSettings); }