protected override void OnCreate() { _simulateCycleSystemGroup = World.GetOrCreateSystem <SimulateCycleSystemGroup>(); _dynamicNarrowPhaseSystem = World.GetOrCreateSystem <DynamicNarrowPhaseSystem>(); _staticNarrowPhaseSystem = World.GetOrCreateSystem <StaticNarrowPhaseSystem>(); _collDataEntityQuery = EntityManager.CreateEntityQuery(typeof(ColliderData)); }
protected override void OnCreate() { _visualPinballSimulationSystemGroup = World.GetOrCreateSystem <VisualPinballSimulationSystemGroup>(); _simulateCycleSystemGroup = World.GetOrCreateSystem <SimulateCycleSystemGroup>(); _collDataEntityQuery = EntityManager.CreateEntityQuery(typeof(ColliderData)); _eventQueue = new NativeQueue <EventData>(Allocator.Persistent); }
protected override void OnCreate() { // let IPhysicsEngine enable it Enabled = false; _time.Start(); _createBallEntityCommandBufferSystem = World.GetOrCreateSystem <CreateBallEntityCommandBufferSystem>(); _velocitiesSystemGroup = World.GetOrCreateSystem <UpdateVelocitiesSystemGroup>(); _simulateCycleSystemGroup = World.GetOrCreateSystem <SimulateCycleSystemGroup>(); _ballRingCounterSystem = World.GetOrCreateSystem <BallRingCounterSystem>(); _updateAnimationsSystemGroup = World.GetOrCreateSystem <UpdateAnimationsSystemGroup>(); _transformMeshesSystemGroup = World.GetOrCreateSystem <TransformMeshesSystemGroup>(); _systemsToUpdate.Add(_createBallEntityCommandBufferSystem); _systemsToUpdate.Add(_velocitiesSystemGroup); _systemsToUpdate.Add(_simulateCycleSystemGroup); _systemsToUpdate.Add(_ballRingCounterSystem); _systemsToUpdate.Add(_updateAnimationsSystemGroup); _systemsToUpdate.Add(_transformMeshesSystemGroup); base.OnCreate(); }
protected override void OnCreate() { _simulateCycleSystemGroup = World.GetOrCreateSystem <SimulateCycleSystemGroup>(); }
protected override void OnCreate() { _player = Object.FindObjectOfType <Player>(); _simulateCycleSystemGroup = World.GetOrCreateSystem <SimulateCycleSystemGroup>(); _eventQueue = new NativeQueue <EventData>(Allocator.Persistent); }
protected override void OnCreate() { _simulateCycleSystemGroup = World.GetOrCreateSystem <SimulateCycleSystemGroup>(); _collDataEntityQuery = EntityManager.CreateEntityQuery(typeof(ColliderData)); }
protected override void OnCreate() { _quadTreeEntityQuery = EntityManager.CreateEntityQuery(typeof(QuadTreeData)); _simulateCycleSystemGroup = World.DefaultGameObjectInjectionWorld.GetOrCreateSystem <SimulateCycleSystemGroup>(); }