void Start() { _pool = new Pool(ComponentIds.TotalComponents, 0, new PoolMetaData("Systems Pool", ComponentIds.componentNames)); new PoolObserver(_pool, ComponentIds.componentTypes); _systems = createNestedSystems(); _systems.Initialize(); _pool.CreateEntity().AddMyString(""); }
void Start() { _pool = new Pool(ComponentIds.TotalComponents); new PoolObserver(_pool, ComponentIds.componentNames, ComponentIds.componentTypes, "Systems Pool"); _systems = createSystems(); _systems.Initialize(); _pool.CreateEntity().AddMyString(""); }
void Start() { Random.seed = 42; _systems = createSystems(Pools.pool); _systems.Initialize(); }
void Awake() { _systems = CreateSystems(Pools.pool); _systems.Initialize(); CreateGame(); }
void Start() { if (useSeed) { Random.seed = randomSeed; } Debug.Log("Starting GameController using seed " + Random.seed); systems = CreateSystems(Pools.pool); systems.Initialize(); }
private void Start() { _contexts = Contexts.sharedInstance; _systems = CreateSystems(_contexts); _systems.Initialize(); GameEntity mover = _contexts.game.CreateEntity(); mover.isMover = true; mover.AddPosition(Vector2.zero); mover.AddDirection(Random.Range(0, 360)); mover.AddSprite("Bee"); mover.AddColour(0); }
// Use this for initialization void Start() { //first init system (important, because I want systems to exist before any entities are created): _systems = new RootSystem(Contexts.sharedInstance); _systems.Initialize(); HexGridBehaviour grid = GameObject.FindObjectOfType <HexGridBehaviour>(); GameContext game = Contexts.sharedInstance.game; Presets preset = new Presets(game, grid); TurnGridToEntities(game, grid); FindEntitiesInUnity(game, preset); SetupPlayers(game, preset, grid); }
void Update() { if (PhotonNetwork.isMasterClient) { if (!_serverSystemsInitialized) { _serverSystemsInitialized = true; _serverSystems.Initialize(); } _serverSystems.Execute(); _serverSystems.Cleanup(); } _systems.Execute(); _systems.Cleanup(); }
public override void OnEnter() { base.OnEnter(); InitService service = _ctx.QueryService <InitService>(InitService.Name); service.SMActor.LoadScene("World"); _systems.Initialize(); // udp sync Modules.BattleScene m = _ctx.U.GetModule <Modules.BattleScene>(); long session = m.Session; string host = m.UdpHost; int port = (int)m.UdpPort; _ctx.UdpAuth(session, host, port); }
internal void Begin() { // // mmGame calls Begin() before a new scene window is created // SceneColliderDatabase.Initialize(); // // Allow Entitas to init systems, auto collect matched systems, no manual Systems.Add(ISystem) required // EntitySystems = new Entitas.Feature(null); //game entities EntitySystems.Initialize(); //SceneSystems = new Entitas.Feature(null); //scene UI entities //SceneSystems.Initialize(); OnStart(); }
private void SetupSystems() { //a feature is a group of systems _pausableUpdateSystems = new Feature(); _pausableUpdateSystems.Add(_pool.CreateSystem <StartNextRoundSystem> ()); _pausableUpdateSystems.Add(_pool.CreateSystem <VelocitySystem> ()); _pausableUpdateSystems.Add(_pool.CreateSystem <AcceptInputSystem> ()); _pausableUpdateSystems.Add(_pool.CreateSystem <AISystem> ()); _pausableUpdateSystems.Add(_pool.CreateSystem <GoalSystem> ()); _pausableUpdateSystems.Add(_pool.CreateSystem <DestroySystem> ()); // 'Collision' as NOT physics based - as an example _pausableUpdateSystems.Add(_pool.CreateSystem <BoundsBounceSystem> ()); _pausableUpdateSystems.Add(_pool.CreateSystem <BoundsConstrainSystem> ()); _pausableUpdateSystems.Initialize(); _pausableUpdateSystems.ActivateReactiveSystems(); _pausableFixedUpdateSystems = new Feature(); // 'Collision as Physics based - as an example. _pausableFixedUpdateSystems.Add(_pool.CreateSystem <CollisionSystem> ()); _pausableFixedUpdateSystems.Initialize(); _pausableFixedUpdateSystems.ActivateReactiveSystems(); //for demo only, an example of an unpausable system _unpausableUpdateSystems = new Feature(); _unpausableUpdateSystems.Add(_pool.CreateSystem <TimeSystem> ()); _unpausableUpdateSystems.Initialize(); _unpausableUpdateSystems.ActivateReactiveSystems(); // This is custom and optional. I use it to store the systems in case I need them again. // This is the only place I put a component directly on a _pool. It is supported. // I'm not sure this is useful, but I saw something similar in Entitas presentation slides - srivello _pool.SetEntitas ( _pausableUpdateSystems, _unpausableUpdateSystems, _pausableUpdateSystems ); //Debug.Log("pausableUpdateSystems: " + Pools.pool.entitas.pausableUpdateSystems); }
private void SetupSystems() { //a feature is a group of systems _unpausableUpdateSystems = new Feature(); _unpausableUpdateSystems.Add(_pool.CreateSystem <VelocitySystem> ()); _unpausableUpdateSystems.Add(_pool.CreateSystem <AcceptInputSystem> ()); _unpausableUpdateSystems.Add(_pool.CreateSystem <DestroySystem> ()); _unpausableUpdateSystems.Initialize(); _unpausableUpdateSystems.ActivateReactiveSystems(); // I'm not sure this is useful, but I saw something similar in Entitas presentation slides - srivello _pool.SetEntitas ( null, _unpausableUpdateSystems, null ); //Debug.Log("pausableUpdateSystems: " + Pools.pool.entitas.unpausableUpdateSystems); }
private void Awake() { services = new Services.Services { Time = new UnityTimeService(), CollidingViewRegister = new UnityCollidingViewRegister(), InputService = new StandaloneInputService(), }; systems = new MazeFeature ( Contexts.sharedInstance.game, Contexts.sharedInstance.meta, Contexts.sharedInstance.input, services, Prefabs ); systems.Initialize(); }
void Start() { _contexts = new Contexts(); _contexts.visualDebugging = new Context( VisualDebuggingComponentIds.TotalComponents, 0, new ContextInfo( "Systems Context", VisualDebuggingComponentIds.componentNames, VisualDebuggingComponentIds.componentTypes ) ); #if(!ENTITAS_DISABLE_VISUAL_DEBUGGING && UNITY_EDITOR) new ContextObserver(_contexts.visualDebugging); #endif _systems = createNestedSystems(); //// Test call _systems.Initialize(); _systems.Execute(); _systems.Cleanup(); _systems.TearDown(); _contexts.visualDebugging.CreateEntity().AddMyString(""); }
void Start() { _systems.Initialize(); }
void when_systems() { Pool pool = null; before = () => { pool = new Pool(10); }; context["fixtures"] = () => { it["initializes InitializeSystemSpy"] = () => { var initializeSystem = new InitializeSystemSpy(); initializeSystem.initialized.should_be_false(); initializeSystem.Initialize(); initializeSystem.initialized.should_be_true(); }; it["executes ExecuteSystemSpy"] = () => { var initializeSystem = new ExecuteSystemSpy(); initializeSystem.executed.should_be_false(); initializeSystem.Execute(); initializeSystem.executed.should_be_true(); }; it["initializes and executes InitializeExecuteSystemSpy"] = () => { var initializeSystem = new InitializeExecuteSystemSpy(); initializeSystem.initialized.should_be_false(); initializeSystem.executed.should_be_false(); initializeSystem.Initialize(); initializeSystem.Execute(); initializeSystem.initialized.should_be_true(); initializeSystem.executed.should_be_true(); }; it["executes ReactiveSystemSpy"] = () => { var system = createReactiveSystem(pool); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_false(); system.Execute(); spy.didExecute.should_be(1); spy.initialized.should_be_false(); }; }; context["systems"] = () => { Systems systems = null; before = () => { systems = new Systems(); }; it["returns systems when adding system"] = () => { systems.Add(new InitializeSystemSpy()).should_be_same(systems); }; it["initializes IInitializeSystem"] = () => { var system = new InitializeSystemSpy(); systems.Add(system); systems.Initialize(); system.initialized.should_be_true(); }; it["executes IExecuteSystem"] = () => { var system = new ExecuteSystemSpy(); systems.Add(system); systems.Execute(); system.executed.should_be_true(); }; it["initializes and executes IInitializeSystem, IExecuteSystem"] = () => { var system = new InitializeExecuteSystemSpy(); systems.Add(system); systems.Initialize(); systems.Execute(); system.initialized.should_be_true(); system.executed.should_be_true(); }; it["initializes and executes ReactiveSystem"] = () => { var system = createReactiveSystem(pool); systems.Add(system); systems.Initialize(); systems.Execute(); systems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(1); spy.initialized.should_be_true(); }; it["clears reactive systems"] = () => { var system = createReactiveSystem(pool); systems.Add(system); systems.Initialize(); systems.ClearReactiveSystems(); systems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_true(); }; it["clears reactive systems recursively"] = () => { var system = createReactiveSystem(pool); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); parentSystems.ClearReactiveSystems(); parentSystems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_true(); }; it["deactivates reactive systems"] = () => { var system = createReactiveSystem(pool); systems.Add(system); systems.Initialize(); systems.DeactivateReactiveSystems(); systems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_true(); }; it["deactivates reactive systems recursively"] = () => { var system = createReactiveSystem(pool); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); parentSystems.DeactivateReactiveSystems(); parentSystems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_true(); }; it["activates reactive systems"] = () => { var system = createReactiveSystem(pool); systems.Add(system); systems.Initialize(); systems.DeactivateReactiveSystems(); systems.ActivateReactiveSystems(); systems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_true(); pool.CreateEntity().AddComponentA(); systems.Execute(); spy.didExecute.should_be(1); }; it["activates reactive systems recursively"] = () => { var system = createReactiveSystem(pool); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); parentSystems.DeactivateReactiveSystems(); parentSystems.ActivateReactiveSystems(); parentSystems.Execute(); var spy = (ReactiveSubSystemSpy)system.subsystem; spy.didExecute.should_be(0); spy.initialized.should_be_true(); pool.CreateEntity().AddComponentA(); systems.Execute(); spy.didExecute.should_be(1); }; }; }
void Start() { _pool = new Pool(VisualDebuggingComponentIds.TotalComponents, 0, new PoolMetaData("Systems Pool", VisualDebuggingComponentIds.componentNames, VisualDebuggingComponentIds.componentTypes)); #if (!ENTITAS_DISABLE_VISUAL_DEBUGGING && UNITY_EDITOR) new PoolObserver(_pool); #endif _systems = createNestedSystems(); _systems.Initialize(); _pool.CreateEntity().AddMyString(""); }
void Start() { systems = createSystems(Pools.pool); systems.Initialize(); }
void Awake() { _systems = CreateSystems(); _systems.Initialize(); }
void when_systems() { Contexts contexts = null; before = () => { contexts = new Contexts { test = new Context(10) }; }; context["fixtures"] = () => { it["initializes InitializeSystemSpy"] = () => { var system = new InitializeSystemSpy(); system.didInitialize.should_be(0); system.Initialize(); system.didInitialize.should_be(1); }; it["executes ExecuteSystemSpy"] = () => { var system = new ExecuteSystemSpy(); system.didExecute.should_be(0); system.Execute(); system.didExecute.should_be(1); }; it["cleans up CleanupSystemSpy"] = () => { var system = new CleanupSystemSpy(); system.didCleanup.should_be(0); system.Cleanup(); system.didCleanup.should_be(1); }; it["tears down TearDownSystemSpy"] = () => { var system = new TearDownSystemSpy(); system.didTearDown.should_be(0); system.TearDown(); system.didTearDown.should_be(1); }; it["initializes, executes, cleans up and tears down system"] = () => { var system = new ReactiveSystemSpy(contexts.test.CreateCollector(Matcher.AllOf(CID.ComponentA))); contexts.test.CreateEntity().AddComponentA(); system.didInitialize.should_be(0); system.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); system.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); system.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); system.TearDown(); system.didTearDown.should_be(1); }; it["executes ReactiveSystemSpy"] = () => { var system = createReactiveSystem(contexts); system.Execute(); system.entities.Length.should_be(1); }; }; context["systems"] = () => { Systems systems = null; before = () => { systems = new Systems(); }; it["returns systems when adding system"] = () => { systems.Add(new InitializeSystemSpy()).should_be_same(systems); }; it["initializes IInitializeSystem"] = () => { var system = new InitializeSystemSpy(); systems.Add(system); systems.Initialize(); system.didInitialize.should_be(1); }; it["executes IExecuteSystem"] = () => { var system = new ExecuteSystemSpy(); systems.Add(system); systems.Execute(); system.didExecute.should_be(1); }; it["wraps IReactiveSystem in a ReactiveSystem"] = () => { var system = new ReactiveSystemSpy(contexts.test.CreateCollector(Matcher.AllOf(CID.ComponentA))); systems.Add(system); contexts.test.CreateEntity().AddComponentA(); systems.Execute(); system.didExecute.should_be(1); }; it["adds ReactiveSystem"] = () => { var system = new ReactiveSystemSpy(contexts.test.CreateCollector(Matcher.AllOf(CID.ComponentA))); systems.Add(system); contexts.test.CreateEntity().AddComponentA(); systems.Execute(); system.didExecute.should_be(1); }; it["cleans up ICleanupSystem"] = () => { var system = new CleanupSystemSpy(); systems.Add(system); systems.Cleanup(); system.didCleanup.should_be(1); }; it["initializes, executes, cleans up and tears down InitializeExecuteCleanupTearDownSystemSpy"] = () => { var system = new ReactiveSystemSpy(contexts.test.CreateCollector(Matcher.AllOf(CID.ComponentA))); contexts.test.CreateEntity().AddComponentA(); systems.Add(system); system.didInitialize.should_be(0); systems.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); systems.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); systems.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); systems.TearDown(); system.didTearDown.should_be(1); }; it["initializes, executes, cleans up and tears down ReactiveSystem"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); system.didInitialize.should_be(0); systems.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); systems.Execute(); systems.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); systems.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); systems.TearDown(); system.didTearDown.should_be(1); }; it["initializes, executes, cleans up and tears down systems recursively"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); system.didInitialize.should_be(0); parentSystems.Initialize(); system.didInitialize.should_be(1); system.didExecute.should_be(0); parentSystems.Execute(); parentSystems.Execute(); system.didExecute.should_be(1); system.didCleanup.should_be(0); parentSystems.Cleanup(); system.didCleanup.should_be(1); system.didTearDown.should_be(0); parentSystems.TearDown(); system.didTearDown.should_be(1); }; it["clears reactive systems"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); systems.Initialize(); system.didInitialize.should_be(1); systems.ClearReactiveSystems(); systems.Execute(); system.didExecute.should_be(0); }; it["clears reactive systems recursively"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); system.didInitialize.should_be(1); parentSystems.ClearReactiveSystems(); parentSystems.Execute(); system.didExecute.should_be(0); }; it["deactivates reactive systems"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); systems.Initialize(); system.didInitialize.should_be(1); systems.DeactivateReactiveSystems(); systems.Execute(); system.didExecute.should_be(0); }; it["deactivates reactive systems recursively"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); system.didInitialize.should_be(1); parentSystems.DeactivateReactiveSystems(); parentSystems.Execute(); system.didExecute.should_be(0); }; it["activates reactive systems"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); systems.Initialize(); system.didInitialize.should_be(1); systems.DeactivateReactiveSystems(); systems.ActivateReactiveSystems(); systems.Execute(); system.didExecute.should_be(0); contexts.test.CreateEntity().AddComponentA(); systems.Execute(); system.didExecute.should_be(1); }; it["activates reactive systems recursively"] = () => { var system = createReactiveSystem(contexts); systems.Add(system); var parentSystems = new Systems(); parentSystems.Add(systems); parentSystems.Initialize(); system.didInitialize.should_be(1); parentSystems.DeactivateReactiveSystems(); parentSystems.ActivateReactiveSystems(); parentSystems.Execute(); system.didExecute.should_be(0); contexts.test.CreateEntity().AddComponentA(); systems.Execute(); system.didExecute.should_be(1); }; }; }
private void Start() { Random.seed = 42; systems = ActiveSystems.GetSystems(Pools.pool); systems.Initialize(); }