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; }
Systems createSystems(Pool pool) { #if (UNITY_EDITOR) return new DebugSystems() #else return new Systems() #endif .Add(pool.CreateGameBoardSystem()) .Add(pool.CreateCreateGameBoardCacheSystem()) .Add(pool.CreateFallSystem()) .Add(pool.CreateFillSystem()) .Add(pool.CreateProcessInputSystem()) .Add(pool.CreateRemoveViewSystem()) .Add(pool.CreateAddViewSystem()) .Add(pool.CreateRenderPositionSystem()) .Add(pool.CreateDestroySystem()) .Add(pool.CreateScoreSystem()); }
Systems createSystems(Pool pool) { #if (UNITY_EDITOR) return new DebugSystems() #else return new Systems() #endif // Input .Add(pool.CreateProcessInputSystem()) // Update .Add(pool.CreateEnemySpawnerSystem()) .Add(pool.CreatePlayerSystem()) .Add(pool.CreateEnergySystem()) .Add(pool.CreateCoroutineSystem()) .Add(pool.CreateMoveSystem()) .Add(pool.CreateShieldSystem()) // Collisions .Add(pool.CreateScreenCollisionPositionSystem()) .Add(pool.CreateScreenCollisionDestroySystem()) .Add(pool.CreateCollisionDamageSystem()) // Game Logic .Add(pool.CreateImmortalSystem()) .Add(pool.CreateFlashSystem()) .Add(pool.CreateDamageSystem()) .Add(pool.CreateHealthSystem()) .Add(pool.CreateLifeSystem()) .Add(pool.CreateScoreSystem()) // Render .Add(pool.CreateLeaderboardSystem()) .Add(pool.CreateCameraShakeSystem()) .Add(pool.CreateMapSystem()) .Add(pool.CreateScoreRenderSystem()) .Add(pool.CreateLifeRenderSystem()) .Add(pool.CreateRemoveViewSystem()) .Add(pool.CreateAddViewSystem()) .Add(pool.CreateRenderPositionSystem()) .Add(pool.CreateRotateViewSystem()) // Cleanup .Add(pool.CreateDestroySystem()); }
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()); }
Systems createSystems(Pool pool) { #if (UNITY_EDITOR) return new DebugSystems() #else return new Systems() #endif .Add(pool.CreateGameBoardSystem()) .Add(pool.CreateCreateGameBoardCacheSystem()) .Add(pool.CreateFallSystem()) .Add(pool.CreateFillSystem()) .Add(pool.CreateProcessInputSystem()) .Add(pool.CreateRemoveViewSystem()) .Add(pool.CreateAddViewSystem()) .Add(pool.CreateRenderPositionSystem()) //this will send the position of a soon to be destoyed entity .Add(pool.CreateSendSystem()) .Add(pool.CreateDestroySystem()) .Add(pool.CreateScoreSystem()); }