public GameState(IntPtr nativePtr) : base(nativePtr) { _scene = new CombatScene(0, this); _scene.AddSystem <CharacterCameraSystem>(); var playerCtrlSystem = _scene.AddSystem <PlayerControllerSystem>(); // ControllerSystem ctrlSystem =_scene.AddSystem<ControllerSystem>(); _entityBase = _scene.CreateEntity(); _cameraRender = (CameraRenderable)_entityBase.Assign_Component(new CameraRenderable()); _camera = (CameraFree)_entityBase.Assign_Component(new CameraFree(_entityBase, _cameraRender)); _controller = (Controller)_entityBase.Assign_Component(new Controller(_entityBase)); _player = (PlayerComponent)_entityBase.Assign_Component(new PlayerComponent(_entityBase)); _entityBase.Assign_Component(new NetIdComponent(_entityBase)); _player.PlayerSetActionMap(_controller); _screen = _entityBase.Assign_ScreenComponent(_cameraRender); playerCtrlSystem.SetBasicInputEvents(_controller); // CtrlSetBasicInputEvents(_controller.CPointer, "E:\\Projekte\\coop\\XEngine\\data\\Test\\XETController\\Controller.cfg"); _screen.AddUIState(_entityBase); _NetObserver = new NetObserver(this); }