示例#1
0
        private void CreateSystems()
        {
            ISystem newSystem;

            //--update
            newSystem = new SystemAudio();
            systemManager.AddUpdateSystem(newSystem);

            newSystem = new SystemLinearMovement();
            systemManager.AddUpdateSystem(newSystem);

            newSystem = new SystemAudio();
            systemManager.AddUpdateSystem(newSystem);

            newSystem = new SystemGhostAI(entityManager);
            systemManager.AddUpdateSystem(newSystem);

            newSystem = new SystemPlayerControl(sceneManager);
            systemManager.AddUpdateSystem(newSystem);

            //--collision
            newSystem = new SystemCollisionDetection();
            systemManager.AddCollisionSystem((SystemCollisionDetection)newSystem);
            newSystem = new SystemCollisionResponse(entityManager);
            systemManager.AddResponseSystem((ISystemCollisionResponse)newSystem);

            //--render
            newSystem = new SystemRender();
            systemManager.AddRenderSystem(newSystem);

            //--final
            newSystem = new SystemMovement();
            systemManager.AddFinalSystem(newSystem);
        }
示例#2
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        private void CreateSystems()
        {
            ISystem systemRen;

            systemRen = new SystemRender(Content.Load <Effect>("Shaders/shaderGAME.mgfx"));
            systemManager.AddSystem(systemRen);

            ISystem systemPhy;

            systemPhy = new SystemPhysics();
            systemManager.AddSystem(systemPhy);

            ISystem systemAud;

            systemAud = new SystemAudio();
            systemManager.AddSystem(systemAud);

            ISystem systemAnim = new SystemAnimation();

            systemManager.AddSystem(systemAnim);

            ISystem systemRenUI;

            systemRenUI = new SystemRenderUI(Content.Load <Effect>("Shaders/shaderUI.mgfx"));
            systemManager.AddSystem(systemRenUI);
        }
示例#3
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        private void CreateSystems()
        {
            ISystem newSystem;

            newSystem = new SystemRender();
            systemManager.AddSystem(newSystem);
            //adding the physics
            newSystem = new SystemPhysics();
            systemManager.AddSystem(newSystem);
            //adding the audio
            newSystem = new SystemAudio();
            systemManager.AddSystem(newSystem);

            //Adding the collision system(s)
            newSystem = new SystemCameraSphereCollision(ref camera);
            systemManager.AddSystem(newSystem);

            newSystem = new SystemCameraLineCollision(ref camera);
            systemManager.AddSystem(newSystem);

            newSystem = new SystemSkybox(ref camera);
            systemManager.AddSystem(newSystem);

            newSystem = new SystemBumpRender();
            systemManager.AddSystem(newSystem);

            newSystem = new SystemEnemyNodeTraversal(ref camera);
            systemManager.AddSystem(newSystem);

            newSystem = new SystemPatrolNodeTraversal(ref camera);
            systemManager.AddSystem(newSystem);
        }
        private void CreateSystems()
        {
            ISystem newSystem;

            //Render Systems
            newSystem = new SystemRender(cameraList, lightPosition, sceneManager.ClientRectangle);
            systemManager.AddRenderSystem(newSystem);

            //Update Systems
            newSystem = new SystemAudio(mainCamera);
            systemManager.AddUpdateSystem(newSystem);
            newSystem = new SystemAI(map, Maze.rows, Maze.columns, player);
            systemManager.AddUpdateSystem(newSystem);
            newSystem = new SystemSphereCollision();
            systemManager.AddUpdateSystem(newSystem);
            newSystem = new SystemBoxCollision();
            systemManager.AddUpdateSystem(newSystem);
            newSystem = new SystemAIMovement(sceneManager);
            systemManager.AddUpdateSystem(newSystem);
            newSystem = new SystemMovement(sceneManager);
            systemManager.AddUpdateSystem(newSystem);

            //Assigns entities to appropriate systems
            systemManager.AssignEntities(entityManager);
        }
示例#5
0
        private void CreateSystems()
        {
            SystemManager systemManager = SystemManager.Instance();

            Game_Engine.Systems.System newSystem;

            newSystem = new SystemRender(entityCamera);
            systemManager.AddRenderSystem(newSystem);

            newSystem = new SystemRender(mapCamera);
            systemManager.AddRenderSystem(newSystem);

            newSystem = new SystemInput();
            systemManager.AddUpdateSystem(newSystem);

            newSystem = new SystemPhysics();
            systemManager.AddUpdateSystem(newSystem);

            newSystem = new SystemCollision();
            systemManager.AddUpdateSystem(newSystem);

            newSystem       = new SystemArtificialInput(map);
            artificialInput = (SystemArtificialInput)newSystem;
            systemManager.AddUpdateSystem(newSystem);

            newSystem = new SystemAnimation();
            systemManager.AddUpdateSystem(newSystem);

            newSystem = new SystemAudio();
            systemManager.AddUpdateSystem(newSystem);
        }
示例#6
0
        /// <summary>
        /// Intilises all systems required for this scene and updates SystemManager
        /// </summary>
        private void CreateSystems()
        {
            // Intialises all systems needed in this scene and add them to SystemManager
            ISystem newSystem;

            // Creates the system to calculate the SkyBox
            newSystem = new SystemSkyBox(ref sceneManager.camera);
            systemManager.AddSystem(newSystem);

            // Creates an array of light point for use in SystemRenderer
            Vector3[] array = new Vector3[] {
                new Vector3(0.0f, 1.0f, 0.0f),
                new Vector3(17.0f, 1.0f, 15.0f),
                new Vector3(17.0f, 1.0f, -15.0f),
                new Vector3(-17.0f, 1.0f, 15.0f),
                new Vector3(-17.0f, 1.0f, -15.0f)
            };
            // Creates the system to calculate all the rendering (including lighting)
            newSystem = new SystemRender(ref sceneManager.camera, array);
            systemManager.AddSystem(newSystem);
            // Creates the system to calculate all the collision (and trigger) events
            newSystem = new SystemCollider(ref entityManager, ref sceneManager.camera);
            systemManager.AddSystem(newSystem);
            // Creates the system to calculate all the AI paths and behaviours
            newSystem = new SystemAI(50, 50, entityManager.Entities().ToArray());
            systemManager.AddSystem(newSystem);
            // Creates the system to update all the audio effects
            newSystem = new SystemAudio();
            systemManager.AddSystem(newSystem);
            // Creates the system to calculate all the animation transformions
            newSystem = new SystemAnimator();
            systemManager.AddSystem(newSystem);
        }
示例#7
0
        private void CreateSystems()
        {
            ISystem newSystem;

            newSystem = new SystemRender();
            systemManager.AddSystem(newSystem);

            newSystem = new SystemPhysics();
            systemManager.AddSystem(newSystem);

            newSystem = new SystemAudio();
            systemManager.AddSystem(newSystem);
        }
示例#8
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        public void InitializeSystem()
        {
            SystemBase newSystem;

            newSystem = new SystemSkybox();
            renderSystems.Add(newSystem);

            newSystem = new SystemRender();
            renderSystems.Add(newSystem);

            newSystem = new SystemPhysics();
            physicsSystem.Add(newSystem);

            newSystem = new SystemCollision();
            physicsSystem.Add(newSystem);

            newSystem = new SystemAudio();
            systemList.Add(newSystem);
        }
示例#9
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        private void CreateSystems()
        {
            ISystem newSystem;

            newSystem = new SystemMinimap(minimap);
            systemManager.AddSystem(newSystem);
            newSystem = new SystemRender();
            systemManager.AddSystem(newSystem);
            newSystem = new SystemLighting();
            systemManager.AddSystem(newSystem);
            newSystem = new SystemInput();
            systemManager.AddSystem(newSystem);
            newSystem = new SystemPhysics();
            systemManager.AddSystem(newSystem);
            newSystem = new SystemAI();
            systemManager.AddSystem(newSystem);
            newSystem = new SystemPickUp();
            systemManager.AddSystem(newSystem);
            newSystem = new SystemAudio();
            systemManager.AddSystem(newSystem);
        }
示例#10
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 private void Start()
 {
     sa = GameObject.Find("EventSystemAudio").GetComponent <SystemAudio>();
 }