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C# EntityManager.GetEntitiesWithComponent方法代码示例

本文整理汇总了C#中EntityManager.GetEntitiesWithComponent方法的典型用法代码示例。如果您正苦于以下问题:C# EntityManager.GetEntitiesWithComponent方法的具体用法?C# EntityManager.GetEntitiesWithComponent怎么用?C# EntityManager.GetEntitiesWithComponent使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在EntityManager的用法示例。


在下文中一共展示了EntityManager.GetEntitiesWithComponent方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Update

        public void Update(double elapsedTime, EntityManager entityManager)
        {
            var light= entityManager.GetEntitiesWithComponent<PositionalLightComponent>()
                .Single();

            var component = entityManager.GetComponent<PositionalLightComponent>(light);
            //component.Position = new Vector3d(Math.Cos(elapsedTime) * 5, 2, Math.Sin(elapsedTime) * 5);
        }
开发者ID:HaKDMoDz,项目名称:ProceduralGeneration,代码行数:8,代码来源:LightMoverSystem.cs

示例2: Update

        public void Update(double elapsedTime, EntityManager entityManager)
        {
            var entities = entityManager.GetEntitiesWithComponent<InputComponent>();

            var dt = elapsedTime - _elapsedTime;
            foreach (var entity in entities)
            {
                var inputComponent = entityManager.GetComponent<InputComponent>(entity);
                var lightPosition = entityManager.GetComponent<PositionalLightComponent>(entity);

                if (_keyboardInputProcessor.IsButtonDown(inputComponent.Forward))
                {
                    lightPosition.Position += new Vector3d(1, 0, 0) * dt * 100;
                }

                if (_keyboardInputProcessor.IsButtonDown(inputComponent.Backward))
                {
                    lightPosition.Position -= new Vector3d(1, 0, 0) * dt * 100;
                }

                if (_keyboardInputProcessor.IsButtonDown(inputComponent.Right))
                {
                    lightPosition.Position += new Vector3d(0, 0, 1) * dt * 100;
                }

                if (_keyboardInputProcessor.IsButtonDown(inputComponent.Left))
                {
                    lightPosition.Position -= new Vector3d(0, 0, 1) * dt * 100;
                }

                if (_keyboardInputProcessor.IsButtonDown(inputComponent.Up))
                {
                    lightPosition.Position += new Vector3d(0, 1, 0) * dt * 10;
                }

                if (_keyboardInputProcessor.IsButtonDown(inputComponent.Down))
                {
                    lightPosition.Position -= new Vector3d(0, 1, 0) * dt * 10;
                }
                _elapsedTime = elapsedTime;
            }
        }
开发者ID:smoothdeveloper,项目名称:ProceduralGeneration,代码行数:42,代码来源:InputComponent.cs

示例3: Update

        public void Update(double elapsedTime, EntityManager entityManager)
        {
            GL.ClearColor(Color4.White);
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            GL.Enable(EnableCap.DepthTest);
            GL.CullFace(CullFaceMode.Back);
            GL.Enable(EnableCap.CullFace);
            GL.FrontFace(FrontFaceDirection.Cw);

            _simpleMaterial.Bind();

            var light = entityManager.GetEntitiesWithComponent<PositionalLightComponent>().Single();
            var positionalLightComponent = entityManager.GetComponent<PositionalLightComponent>(light);
            _simpleMaterial.LightPosition.Set((Vector3) positionalLightComponent.Position);
            _simpleMaterial.ProjectionMatrix.Set(_camera.ComputeProjectionMatrix().ToMatrix4());
            _simpleMaterial.ViewMatrix.Set(_camera.ComputeCameraMatrix().ToMatrix4());

            foreach (var entity in entityManager.GetEntitiesWithComponent<StaticMesh>())
            {
                var component = entityManager.GetComponent<StaticMesh>(entity);
                //if(!component.IsVisible)
                    //continue;

                //component.IsVisible = false;

                var resources = EnsureResources(component);

                resources.VertexArrayObject.Bind();

                _simpleMaterial.ModelMatrix.Set(component.ModelMatrix);
                _simpleMaterial.Color.Set(component.Color);

                //GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
                //GL.Disable(EnableCap.CullFace);

                GL.DrawElements(BeginMode.Triangles, component.Mesh.Faces.Length * 3, DrawElementsType.UnsignedInt, 0);

                //GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
                //GL.Enable(EnableCap.CullFace);

                resources.VertexArrayObject.Unbind();
            }
            _simpleMaterial.Unbind();

            _normalDebugProgram.Bind();
            _normalDebugProgram.ProjectionMatrix.Set(_camera.ComputeProjectionMatrix().ToMatrix4());
            _normalDebugProgram.ViewMatrix.Set(_camera.ComputeCameraMatrix().ToMatrix4());
            foreach (var entity in entityManager.GetEntitiesWithComponent<NormalComponent>())
            {
                var component = entityManager.GetComponent<StaticMesh>(entity);
                var resources = EnsureResources(component);

                resources.VertexArrayObject.Bind();

                _normalDebugProgram.ModelMatrix.Set(component.ModelMatrix);

                GL.DrawElements(BeginMode.Triangles, component.Mesh.Faces.Length * 3, DrawElementsType.UnsignedInt, 0);

                resources.VertexArrayObject.Unbind();

            }
            _normalDebugProgram.Unbind();
        }
开发者ID:smoothdeveloper,项目名称:ProceduralGeneration,代码行数:64,代码来源:RenderSystem.cs

示例4: Update

        public void Update(double elapsedTime, EntityManager entityManager)
        {
            foreach (var water in entityManager.GetEntitiesWithComponent<OceanComponent>())
            {
                var waterComponent = entityManager.GetComponent<OceanComponent>(water);
                var waterMesh = entityManager.GetComponent<StaticMesh>(water);
                if (waterMesh == null)
                {
                    waterMesh = new StaticMesh
                    {
                        Color = new Vector4(0f, 0f, 1f, 0f),
                        ModelMatrix = Matrix4.Identity
                    };
                    entityManager.AddComponentToEntity(water, waterMesh);
                }

                var mesh = CreateMesh(waterComponent);
                waterMesh.Update(mesh);
                for (var i = 0; i < waterMesh.Mesh.Vertices.Length; i++)
                {
                    var position = waterMesh.Mesh.Vertices[i].Position;
                    var vector3D = Gerstner2.CalculateWave((Vector3d)position, elapsedTime, _waveSettings);

                    waterMesh.Mesh.Vertices[i] = new Vertex3V3N
                    {
                        Position = (Vector3)vector3D
                    };
                }
                waterMesh.Mesh.CalculateNormals();
                waterMesh.Update(waterMesh.Mesh);
            }
        }
开发者ID:smoothdeveloper,项目名称:ProceduralGeneration,代码行数:32,代码来源:OceanSystem.cs


注:本文中的EntityManager.GetEntitiesWithComponent方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。