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(); } }
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 }