public void Rollback() { const float deltaTime = 1f / 10f; // Running 10 FPS const float fixedDeltaTime = 1f / 5f; // Fixed tick at 5 FPS //const float deltaTime = 1f / 60f; // Running 10 FPS //const float fixedDeltaTime = 1f / 30f; // Fixed tick at 5 FPS var world = Helpers.NewWorld(); var inputSystem = new PlayerInputSystem(); var movementSystem = new MovementSystem(); var game = new GameManager( fixedTick: fixedDeltaTime, world: world, update: new Systems(world) .Add(inputSystem), fixedUpdate: new Systems(world) .Add(movementSystem)); game.Create(); var query = world.GetEntityQuery <EntityQuery <SampleStructs.Foo> >(); var entityInput = world.NewEntity(); //ref var input = ref entityInput.GetComponent<SingletonInputComponent>(); var entityPlayer = world.NewEntity(); entityPlayer.GetComponent <SingletonPlayerComponent>(); ref var movement = ref entityPlayer.GetComponent <MovementComponent>();
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { GameEntityFactory.GraphicsDevice = GraphicsDevice; frameCounterSystem = new FrameCounterSystem(true, this.Window); modelRenderSystem = new ModelRenderSystem(); modelRenderSystem.graphicsDevice = GraphicsDevice; playerInputSystem = new PlayerInputSystem(); cameraSystem = new CameraSystem(); uiSystem = new UIRenderSystem(); collisionHandlingSystem = new CollisionHandlingSystem(); aiSystem = new AiSystem(); collisionDetectionSystem = new CollisionDetectionSystem(false); frictionSystem = new FrictionSystem(); gravitySystem = new GravitySystem(); transformSystem = new TransformSystem(); SystemManager.Instance.AddToUpdateables( cameraSystem, collisionDetectionSystem, transformSystem, gravitySystem, frictionSystem, playerInputSystem, collisionHandlingSystem, aiSystem, frameCounterSystem ); SystemManager.Instance.AddToDrawables(modelRenderSystem, frameCounterSystem, uiSystem); base.Initialize(); }
private void Awake() { rb = GetComponent <Rigidbody2D>(); playerInputSystem = new PlayerInputSystem(); playerInputSystem.Player.Jump.performed += ctx => Jump(ctx); playerInputSystem.Player.Movement.performed += ctx => Movement(ctx); playerInputSystem.Player.Movement.canceled += ctx => MovementCanceled(ctx); }
private void Start() { playerInputSystem = World.Active.GetOrCreateSystem <PlayerInputSystem>(); playerMovementSystem = World.Active.GetOrCreateSystem <PlayerMovementSystem>(); playerTurningSystem = World.Active.GetOrCreateSystem <PlayerTurningSystem>(); playerAnimationSystem = World.Active.GetOrCreateSystem <PlayerAnimationSystem>(); cameraFollowSystem = World.Active.GetOrCreateSystem <CameraFollowSystem>(); }
private void Start() { var world = World.DefaultGameObjectInjectionWorld; playerInputSystem = world.GetOrCreateSystem <PlayerInputSystem>(); playerMovementSystem = world.GetOrCreateSystem <PlayerMovementSystem>(); playerTurningSystem = world.GetOrCreateSystem <PlayerTurningSystem>(); playerAnimationSystem = world.GetOrCreateSystem <PlayerAnimationSystem>(); cameraFollowSystem = world.GetOrCreateSystem <CameraFollowSystem>(); }
void Start() { var world = World.DefaultGameObjectInjectionWorld; _playerInputSystem = world.GetOrCreateSystem <PlayerInputSystem>(); _playerMovementSystem = world.GetOrCreateSystem <PlayerMovementSystem>(); _playerTurningSystem = world.GetOrCreateSystem <PlayerTurningSystem>(); _cameraFollowing = world.GetOrCreateSystem <CameraFollowingSystem>(); _playerAttackSystem = world.GetOrCreateSystem <PlayerAttackSystem>(); }
private void Awake() { instance = this; dynamicKeyActions = new List <DynamicKeyAction>(); Global.OnTurnChange.RegisterListener(OnTurnChanged); mousePos = lastMousePos = Vector2Int.zero; Global.OnMapCleared.RegisterListener(OnNOMap); Global.OnMapCreated.RegisterListener(OnMapStart); canvas = GameObject.FindGameObjectWithTag("Canvas"); }
private void Start() { playerInputSystem = FindObjectOfType <PlayerInputSystem>(); input = playerInputSystem.Input; input.Player.Aim.performed += HandleInput; input.Player.Shoot.performed += HandleInput; input.Player.Aim.canceled += CancelInput; input.Player.Shoot.canceled += CancelInput; }
public void Initialize() { if (!rb) { rb = GetComponent <Rigidbody2D>(); } _system = GetComponent <PlayerInputSystem>(); _system.Player["Interact"].performed += ctx => OnInteract(); _system.Player["Ability"].performed += ctx => OnAbility(); _system.Player["Jump"].started += ctx => OnJump(); GetComponent <Movement>().OnLand += OnLand; }
public void Initialize() { world = new EntityWorld(); system = new PlayerInputSystem(); consoleMock = new Mock <IConsole>(); consoleMock.Setup(m => m.ReadChar()).Returns('1'); consoleMock.Setup(m => m.WindowHeight).Returns(25); consoleMock.Setup(m => m.WindowWidth).Returns(80); system.Console = consoleMock.Object; world.SystemManager.SetSystem(system, Artemis.Manager.GameLoopType.Update); humanEntity = world.CreateEntity(); humanEntity.AddComponent(new Human()); }
void Awake() { controls = new PlayerInputSystem(); gameMaster = Camera.main.GetComponent <GameMaster> (); controls.Input.Movement.performed += ctx => movementInput = ctx.ReadValue <float> (); controls.Input.Movement.canceled += ctx => movementInput = 0; controls.Input.Jump.performed += ctx => jumpInput = true; controls.Input.Jump.canceled += ctx => jumpInput = false; controls.InputUI.Pause.performed += ctx => gameMaster.Pause(); }
private void Start() { characterController = GetComponent<CharacterController>(); movementSystem = GetComponent<PlayerInputSystem>(); healthSystem = GetComponent<HealthSystem>(); healthSystem.OnDied += HealthSystem_OnDied; weaponSystem = GetComponent<WeaponSystem>(); weapon = GetComponent<BaseWeapon>(); weaponModifier.SetTarget(weapon); weaponSystem.EquipWeapon(weapon); collisionSystem = GetComponent<CharacterCollisionSystem>(); collisionSystem.OnBulletCollisionEnter.AddListener(OnBulletCollision); }
private void Start() { playerInputSystem = World.Active.GetOrCreateSystem <PlayerInputSystem>(); playerMovementSystem = World.Active.GetOrCreateSystem <PlayerMovementSystem>(); playerTurningSystem = World.Active.GetOrCreateSystem <PlayerTurningSystem>(); playerAnimationSystem = World.Active.GetOrCreateSystem <PlayerAnimationSystem>(); cameraFollowSystem = World.Active.GetOrCreateSystem <CameraFollowSystem>(); World.Active.GetExistingSystem <EnemyMovementSystem>().Enabled = false; World.Active.GetExistingSystem <EnemyShootingSystem>().Enabled = false; World.Active.GetExistingSystem <PlayerMovementSystem>().Enabled = false; World.Active.GetExistingSystem <PlayerShootingSystem>().Enabled = false; World.Active.GetExistingSystem <PlayerTurningSystem>().Enabled = false; World.Active.GetExistingSystem <ZoneShrinkingSystem>().Enabled = false; }
public PlayerReconciler( PlayerInputSystem inputSystem, GameLoop loop, LocalClient client, PlayerRegistry playerRegistry, Settings settings ) { _inputSystem = inputSystem; _loop = loop; _client = client; _playerRegistry = playerRegistry; _settings = settings; _positionHistoryLength = _settings.playerPositionHistoryLength; }
public void TestPlayerInputSystem() { var state = new GameState(); for (int i = 0; i < NUMBER_OF_ENTITIES; ++i) { state.GameData.Players[i] = new Player(0, 3); state.GameData.Velocities[i] = new Vector2(0.0f, 0.0f); state.GameData.Weapons[i] = new Weapon(false); state.GameData.Tags[i] = 1; state.EntityCount++; } Console.WriteLine($"Number of entities: {state.EntityCount}"); for (int i = 1; i < 33; ++i) { var system = new PlayerInputSystem("PlayerInput", state); RunSystem(system, i); } state.ClearState(); }
public void Rollback() { const float deltaTime = 1f / 10f; // Running 10 FPS const float fixedDeltaTime = 1f / 5f; // Fixed tick at 5 FPS var world = new World(EcsConfig.Default); var inputSystem = new PlayerInputSystem(); var movementSystem = new MovementSystem(); var config = SimulationConfig.Default; config.FixedTick = fixedDeltaTime; var simulation = new ClientSimulation <SingletonInputComponent>( config: config, world: world, update: new Systems(world) .Add(inputSystem), fixedUpdate: new Systems(world) .Add(movementSystem)); simulation.Create(); var testDriver = new SimulationManagerTestDriver <SingletonInputComponent>( simulation, fixedDeltaTime); // Singleton input entity var entityInput = world.NewEntity(); // Singleton player entity. var entityPlayer = world.NewEntity(); entityPlayer.GetComponent <SingletonPlayerComponent>(); ref var movement = ref entityPlayer.GetComponent <MovementComponent>();
private void Start() { _playerInputSystem = World.Active.GetOrCreateSystem <PlayerInputSystem>(); _playerMovementSystem = World.Active.GetOrCreateSystem <PlayerMovementSystem>(); _playerTurningSystem = World.Active.GetOrCreateSystem <PlayerTurningSystem>(); }
private void Start() { playerInputSystem = World.Active.GetOrCreateSystem <PlayerInputSystem>(); playerMovementSystem = World.Active.GetOrCreateSystem <PurePlayerMovementSystem>(); cameraFollowSystem = World.Active.GetOrCreateSystem <PureCameraFollowSystem>(); }
public override void Init(Entity entity, GameObject entityGO) { thisEntity = entity; abilitySystem = AbilitySystem.instance; playerInputSystem = PlayerInputSystem.instance; }
private void OnEnable() { _system = (PlayerInputSystem)target; }