本文整理汇总了C#中Pool.CreateSystem方法的典型用法代码示例。如果您正苦于以下问题:C# Pool.CreateSystem方法的具体用法?C# Pool.CreateSystem怎么用?C# Pool.CreateSystem使用的例子?那么, 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类Pool
的用法示例。
在下文中一共展示了Pool.CreateSystem方法的6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: createSystems
Systems createSystems(Pool pool) {
#if (UNITY_EDITOR)
return new DebugSystems()
#else
return new Systems()
#endif
// Input
.Add(pool.CreateSystem<ProcessInputSystem>())
// Update
.Add(pool.CreateSystem<CreateGameBoardCacheSystem>())
.Add(pool.CreateSystem<GameBoardSystem>())
.Add(pool.CreateSystem<FallSystem>())
.Add(pool.CreateSystem<FillSystem>())
.Add(pool.CreateSystem<ScoreSystem>())
// Render
.Add(pool.CreateSystem<RemoveViewSystem>())
.Add(pool.CreateSystem<AddViewSystem>())
.Add(pool.CreateSystem<RenderPositionSystem>())
// Destroy
.Add(pool.CreateSystem<DestroySystem>());
}
示例2: createSystems
Systems createSystems(Pool pool)
{
#if (UNITY_EDITOR)
return new DebugSystems()
#else
return new Systems()
#endif
// Unit generation
.Add(pool.CreateSystem<CreateUnitsSystem>())
// Start and end turn
.Add(pool.CreateSystem<StartTurnSystem>())
.Add(pool.CreateSystem<EndTurnSystem>())
// Turn manager
.Add(pool.CreateSystem<TurnManagerSystem>())
// Render
.Add(pool.CreateSystem<AddViewSystem>())
.Add(pool.CreateSystem<RemoveViewSystem>())
// Input
.Add(pool.CreateSystem<ProcessInputSystem>())
// Destroy
.Add(pool.CreateSystem<DestroySystem>());
}
示例3: createSystems
Systems createSystems(Pool pool)
{
#if (UNITY_EDITOR)
return new DebugSystems()
#else
return new Systems()
#endif
// Generate tile map
.Add(pool.CreateSystem<GenerateMapSystem>())
// Generate Graph
.Add(pool.CreateSystem<CreateGraphSystem>())
.Add(pool.CreateSystem<ProcessPathfindingSystem>())
.Add(pool.CreateSystem<HighlightCompletedPathSystem>())
.Add(pool.CreateSystem<HandleInputSystem>())
.Add(pool.CreateSystem<SelectTileSystem>());
}
示例4: createSystems
Systems createSystems(Pool pool) {
#if (UNITY_EDITOR)
return new DebugSystems()
#else
return new Systems()
#endif
// Initialize
.Add(pool.CreateSystem<CreatePlayerSystem>())
.Add(pool.CreateSystem<CreateOpponentsSystem>())
.Add(pool.CreateSystem<CreateFinishLineSystem>())
// Input
.Add(pool.CreateSystem<InputSystem>())
// Update
.Add(pool.CreateSystem<AccelerateSystem>())
.Add(pool.CreateSystem<MoveSystem>())
.Add(pool.CreateSystem<ReachedFinishSystem>())
// Render
.Add(pool.CreateSystem<RemoveViewSystem>())
.Add(pool.CreateSystem<AddViewSystem>())
.Add(pool.CreateSystem<RenderPositionSystem>())
// Destroy
.Add(pool.CreateSystem<DestroySystem>());
}
示例5: createSystems
Systems createSystems(Pool pool)
{
#if (UNITY_EDITOR)
return new DebugSystems()
#else
return new Systems()
#endif
/// INIT
// Inits
.Add(pool.CreateSystem<InitFusionManagerSystem>())
.Add(pool.CreateSystem<InitSoundManagerSystem>())
// Monsters
.Add(pool.CreateSystem<CreateMonstersSystem>())
// ...
.Add(pool.CreateSystem<AddSlotPositionSystem>())
// Display newly discovered monsters
.Add(pool.CreateSystem<DisplayCurrentAvailableMonstersSystem>())
// Slot view
.Add(pool.CreateSystem<AddSlotViewSystem>())
.Add(pool.CreateSystem<RemoveSlotViewSystem>())
.Add(pool.CreateSystem<UpdateSlotViewSystem>())
// Fusion view
.Add(pool.CreateSystem<AddFusionViewSystem>())
.Add(pool.CreateSystem<RemoveFusionViewSystem>())
// Fusion
.Add(pool.CreateSystem<ProcessFusionSystem>())
//
.Add(pool.CreateSystem<ScrollSlotsSystem>())
// Sound
.Add(pool.CreateSystem<PlayOneShotClipSystem>())
// Timer
.Add(pool.CreateSystem<InitTimerSystem>())
.Add(pool.CreateSystem<TimerSystem>())
// Views
//.Add(pool.CreateSystem<AddSlotView>())
// Slots
//.Add(pool.CreateSystem<CreateSlotsSystem>())
//.Add(pool.CreateSystem<RenderSlotsSystem>())
//.Add(pool.CreateSystem<ScrollSlotsSystem>())
// Inputs
.Add(pool.CreateSystem<ProcessInputSystem>())
// Destroys
.Add(pool.CreateSystem<DestroySystem>())
// Test
.Add(pool.CreateSystem<TestInitSystem>())
.Add(pool.CreateSystem<TestReactiveSystem>());
}
示例6: CreateSystems
static Systems CreateSystems(Pool pool)
{
Systems systems;
#if (UNITY_EDITOR)
systems = new DebugSystems();
#else
systems = new Systems();
#endif
systems
.Add(pool.CreateSystem<CoroutineSystem>())
.Add(pool.CreateSystem<GameStartSystem>())
.Add(pool.CreateSystem<GameOverSystem>())
.Add(pool.CreateSystem<GameBoardCacheSystem>())
.Add(pool.CreateSystem<CreateGameBoardSystem>())
.Add(pool.CreateSystem<TurnSystem>())
.Add(pool.CreateSystem<InputSystem>())
.Add(pool.CreateSystem<AIMoveSystem>())
.Add(pool.CreateSystem<ExitSystem>())
.Add(pool.CreateSystem<FoodSystem>())
.Add(pool.CreateSystem<DestructibleSystem>())
// Render
.Add(pool.CreateSystem<AnimationSystem>())
.Add(pool.CreateSystem<DamageSpriteSystem>())
.Add(pool.CreateSystem<RemoveViewSystem>())
.Add(pool.CreateSystem<AddViewSystem>())
.Add(pool.CreateSystem<RenderPositionSystem>())
.Add(pool.CreateSystem<SmoothMoveSystem>());
return systems;
}