示例#1
0
 private void CheckDebugInput()
 {
     if (!Game.Debug)
     {
         return;
     }
     if ((Input.GetKey(KeyCode.RightControl) || Input.GetKey(KeyCode.LeftControl)) && Input.GetKeyDown(KeyCode.F))
     {
         UIFrameCounter.main.Toggle();
     }
     if (Input.GetKeyDown(KeyCode.O))
     {
         EcsDebug.ScreenShot();
     }
     if (Input.GetKeyDown(KeyCode.L))
     {
         Cursor.lockState = Game.CursorUnlocked ? CursorLockMode.None : CursorLockMode.Locked;
         UICursor.main.SetCursor(UICursor.CrossHair);
     }
     if (Input.GetKeyDown(KeyCode.Tilde) || Input.GetKeyDown(KeyCode.BackQuote))
     {
         //SourceConsole.UI.ConsolePanelController.Singleton.Toggle();
         Console.Toggle();
     }
 }
示例#2
0
        public static void Setup()
        {
            IsSetup = true;
            if (Instance == null)
            {
                return;
            }
            NodeFilter <VisibleNode> .New(VisibleNode.GetTypes());

            NodeFilter <CharacterNode> .New(CharacterNode.GetTypes());

            Get <AnimatorSystem>();
            Get <CameraSystem>();
            Get <CollisionCheckSystem>();
            Get <CommandSystem>();
            Get <CollisionEventSystem>();
            Get <DespawnEntitySystem>();
            Get <DistanceSystem>();
            Get <EntityModifierSystem>();
            Get <FactionSystem>();
            Get <ItemSceneSystem>();
            Get <MoverSystem>();
            Get <PhysicsMoverSystem>();
            Get <RadiusSystem>();
            Get <TurnBasedSystem>();
            Get <CharacterRectSystem>();
            Get <SensorSystem>();
            Get <EntityUIPoolSystem>();
            EcsDebug.RegisterDebugCommands();
            //TODO: default setup here
        }