static Systems CreateSystems(Pool pool)
    {
        Systems systems;

        #if (UNITY_EDITOR)
        systems = new DebugSystems();
        #else
        systems = new Systems();
        #endif

        systems
            .Add(pool.CreateGameStartSystem())
            .Add(pool.CreateGameOverSystem())

            .Add(pool.CreateGameBoardCacheSystem())
            .Add(pool.CreateCreateGameBoardSystem())

            .Add(pool.CreateTurnSystem())
            .Add(pool.CreateInputSystem())
            .Add(pool.CreateAIMoveSystem())

            .Add(pool.CreateExitSystem())
            .Add(pool.CreateFoodSystem())
            .Add(pool.CreateDestructibleSystem())

            // Render
            .Add(pool.CreateAnimationSystem())
            .Add(pool.CreateDamageSpriteSystem())
            .Add(pool.CreateRemoveViewSystem())
            .Add(pool.CreateAddViewSystem())
            .Add(pool.CreateRenderPositionSystem())
            .Add(pool.CreateSmoothMoveSystem());

        return systems;
    }
示例#2
0
    Systems createSystems(Pool pool)
    {
#if (UNITY_EDITOR)
        return new DebugSystems()
#else
        return new Systems()
#endif

            // Initialize
            .Add(pool.CreateCreatePlayerSystem())

            // Input
            .Add(pool.CreateInputSystem())

            // Update
            .Add(pool.CreateHealthSystem())
            .Add(pool.CreateFightSystem());

            // Destroy
    }
    Systems createSystems(Pool pool)
    {
        #if (UNITY_EDITOR)
        return new DebugSystems()
        #else
        return new Systems()
        #endif
            .Add(pool.CreateCreatePlayerSystem())
            .Add(pool.CreateCreateOpponentsSystem())
            .Add(pool.CreateCreateFinishLineSystem())

            .Add(pool.CreateRemoveViewSystem())
            .Add(pool.CreateAddViewSystem())

            .Add(pool.CreateInputSystem())
            .Add(pool.CreateAccelerateSystem())
            .Add(pool.CreateMoveSystem())
            .Add(pool.CreateReachedFinishSystem())
            .Add(pool.CreateRenderPositionSystem())

            .Add(pool.CreateDestroySystem());
    }