void Create() { InputRecordConfig replayRecord = null; if (ReplayShow) { var replayAsset = Resources.Load <TextAsset>(ReplayPath); var lines = replayAsset.text.Split('\n').Where(l => !string.IsNullOrWhiteSpace(l)).ToArray(); replayRecord = new InputRecordConfig(lines); } var screen = new ScreenConfig(8, 8); var config = new Configuration(ReplayRecord, replayRecord, null, RandomSeed, FixedFrameTime); var root = new CompositionRoot( screen, null, config, () => new ReadUnityInputSystem(new Dictionary <UnityEngine.KeyCode, KeyCode> { { UnityEngine.KeyCode.LeftArrow, KeyCode.LeftArrow }, { UnityEngine.KeyCode.RightArrow, KeyCode.RightArrow }, { UnityEngine.KeyCode.Space, KeyCode.Spacebar } }), new Func <ISystem> [0], () => new ReadUnityRealTimeSystem(), () => new UnityRenderSystem(screen, Renderer)); (_entities, _systems) = root.Create(); }
public Configuration(bool isReplayRecord, InputRecordConfig savedReplayRecord, string replayPath, int randomSeed, double fixedFrameTiem) { IsReplayRecord = isReplayRecord; SavedReplayRecord = savedReplayRecord; NewReplayPath = replayPath; RandomSeed = randomSeed; FixedFrameTime = fixedFrameTiem; }
public FixedInputSystem(InputRecordConfig config) { _frames2 = new Queue <FrameRecord>(config.Frames); }