public CollisionCheckSystem() { TemplateFilter <CollisionCheckForwardTemplate> .Setup(); _list = EntityController.GetTemplateList <CollisionCheckForwardTemplate>(); _del = RunUpdate; }
public FlightPhysicsSystem() { TemplateFilter <FlyingTemplate> .Setup(); _flyingList = EntityController.GetTemplateList <FlyingTemplate>(); _del = UpdateNode; }
public MapSystem() { TemplateFilter <UnitOccupyingCellTemplate> .Setup(); _templateList = EntityController.GetTemplateList <UnitOccupyingCellTemplate>(); _del = UpdateNode; }
public PlayerRaycastTargetSystem() { TemplateFilter <PlayerRaycastTargetTemplate> .Setup(); _list = EntityController.GetTemplateList <PlayerRaycastTargetTemplate>(); _del = Update; }
private void RegisterRuleTemplates() { TemplateFilter <ApplyModifierRuleTemplate> .Setup(); TemplateFilter <ApplyTagRuleTemplate> .Setup(); TemplateFilter <BlockDamageRuleTemplate> .Setup(); TemplateFilter <ConvertVitalRuleTemplate> .Setup(); TemplateFilter <DamageRuleTemplate> .Setup(); TemplateFilter <HealRuleTemplate> .Setup(); TemplateFilter <InstantKillRuleTemplate> .Setup(); TemplateFilter <RaiseDeadRuleTemplate> .Setup(); TemplateFilter <RollInitiativeRuleTemplate> .Setup(); TemplateFilter <ModifyMoveSpeedRuleTemplate> .Setup(); TemplateFilter <AttackRollTemplate> .Setup(); TemplateFilter <DefendRollTemplate> .Setup(); }
public TurnBasedSystem() { TemplateFilter <TurnBasedCharacterTemplate> .Setup(); _turnTemplates = EntityController.GetTemplateList <TurnBasedCharacterTemplate>(); _findCurrentFastest = FindCurrent; _setupUnitTurns = SetupUnitTurn; }
public EquipmentSystem() { TemplateFilter <EquipmentTemplate> .Setup(); EntityController.RegisterReceiver(new EventReceiverFilter(this, new[] { typeof(Equipment) })); }
public ActionSystem() { TemplateFilter <ActionUsingTemplate> .Setup(); TemplateFilter <ActionTemplate> .Setup(); TemplateFilter <BaseActionTemplate> .Setup(); }
public FirstPersonAnimationSystem() { TemplateFilter <FirstPersonAnimationTemplate> .Setup(); _animTemplates = EntityController.GetTemplateList <FirstPersonAnimationTemplate>(); EntityController.RegisterReceiver(new EventReceiverFilter(this, new [] { typeof(WeaponModelComponent), typeof(PoseAnimatorComponent) })); }
public SensorSystem() { _sensorDel = RunUpdate; _unitySensorDel = RunUpdate; TemplateFilter <SensorDetectingTemplate> .Setup(); _sensorTemplates = EntityController.GetTemplateList <SensorDetectingTemplate>(); TemplateFilter <UnitySensorTemplate> .Setup(); _unitySensorTemplates = EntityController.GetTemplateList <UnitySensorTemplate>(); EntityController.RegisterReceiver(new EventReceiverFilter(this, new[] { typeof(SensorTargetsComponent) })); }
public static void Setup() { IsSetup = true; if (Instance == null) { return; } TemplateFilter <VisibleTemplate> .Setup(); TemplateFilter <CharacterTemplate> .Setup(); TemplateFilter <CollidableTemplate> .Setup(); Get <TurnBasedCommandSystem>(); Get <CollisionCheckSystem>(); Get <DespawnEntitySystem>(); Get <DistanceSystem>(); Get <FactionSystem>(); Get <ItemSceneSystem>(); Get <ModifierSystem>(); Get <MoverSystem>(); Get <PhysicsMoverSystem>(); Get <CharacterRectSystem>(); Get <SensorSystem>(); Get <EntityUIPoolSystem>(); var assemblies = AppDomain.CurrentDomain.GetAssemblies(); for (int a = 0; a < assemblies.Length; a++) { var types = assemblies[a].GetTypes(); for (int t = 0; t < types.Length; t++) { var type = types[t]; if (type.IsDefined(typeof(AutoRegisterAttribute), false)) { CreateSystem(type); } var actionAttribs = type.GetCustomAttributes(typeof(ActionProviderAttribute), false); for (int i = 0; i < actionAttribs.Length; i++) { if (actionAttribs[i] is ActionProviderAttribute attrib) { ActionProviderSystem.Add(attrib.Action, Activator.CreateInstance(type) as IActionProvider); } } } } }
public SpriteRenderingSystem() { TemplateFilter <SpriteRendererTemplate> .Setup(); _rendererList = EntityController.GetTemplateList <SpriteRendererTemplate>(); _rendererDel = RunUpdate; TemplateFilter <SpriteRendererInstancedTemplate> .Setup(); _rendererInstancedList = EntityController.GetTemplateList <SpriteRendererInstancedTemplate>(); _rendererInstancedDel = RunUpdate; _simpleRenderers = EntityController.GetComponentArray <SpriteSimpleRendererComponent>(); _simpleRendererDel = RunUpdate; ItemPool.LoadAsset <Material>(MaterialAddress, (m) => _material = m); }
private void RegisterRuleTemplates() { TemplateFilter <ApplyModifierRuleTemplate> .Setup(); TemplateFilter <ApplyTagRuleTemplate> .Setup(); TemplateFilter <BlockDamageRuleTemplate> .Setup(); TemplateFilter <ConvertVitalRuleTemplate> .Setup(); TemplateFilter <DamageRuleTemplate> .Setup(); TemplateFilter <HealRuleTemplate> .Setup(); TemplateFilter <InstantKillRuleTemplate> .Setup(); TemplateFilter <RaiseDeadRuleTemplate> .Setup(); }
public MoverSystem() { TemplateFilter <ForwardMoverTemplate> .Setup(); _forwardMovers = EntityController.GetTemplateList <ForwardMoverTemplate>(); _forwardDel = HandleForwardMovement; TemplateFilter <RotateToTemplate> .Setup(); _rotators = EntityController.GetTemplateList <RotateToTemplate>(); _rotateDel = HandleRotation; TemplateFilter <SimpleMoverTemplate> .Setup(); _simpleMovers = EntityController.GetTemplateList <SimpleMoverTemplate>(); _simpleDel = HandleMoveSimple; TemplateFilter <ArcMoverTemplate> .Setup(); _arcMovers = EntityController.GetTemplateList <ArcMoverTemplate>(); _arcDel = HandleArcMovement; }
public static void Setup() { IsSetup = true; if (Instance == null) { return; } TemplateFilter <VisibleTemplate> .Setup(); TemplateFilter <CharacterTemplate> .Setup(); TemplateFilter <CollidableTemplate> .Setup(); Get <CommandSystem>(); Get <CollisionCheckSystem>(); Get <DespawnEntitySystem>(); Get <DistanceSystem>(); Get <FactionSystem>(); Get <ItemSceneSystem>(); Get <ModifierSystem>(); Get <MoverSystem>(); Get <PhysicsMoverSystem>(); Get <CharacterRectSystem>(); Get <SensorSystem>(); Get <EntityUIPoolSystem>(); var assemblies = AppDomain.CurrentDomain.GetAssemblies(); for (int a = 0; a < assemblies.Length; a++) { var types = assemblies[a].GetTypes(); for (int t = 0; t < types.Length; t++) { var type = types[t]; if (type.IsDefined(typeof(AutoRegisterAttribute), false)) { CreateSystem(type); } } } }
public AnimationEventSystem() { TemplateFilter <AnimationEventTemplate> .Setup(); }
public ProjectileSystem() { TemplateFilter <ProjectileTemplate> .Setup(); }
public ContainerSystem() { TemplateFilter <ContainerItemTemplate> .Setup(); }