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); }
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); }
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); }
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); }
/// <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); }
private void CreateSystems() { ISystem newSystem; newSystem = new SystemRender(); systemManager.AddSystem(newSystem); newSystem = new SystemPhysics(); systemManager.AddSystem(newSystem); newSystem = new SystemAudio(); systemManager.AddSystem(newSystem); }
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); }
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); }
private void Start() { sa = GameObject.Find("EventSystemAudio").GetComponent <SystemAudio>(); }