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C# Pool.CreateSystem方法代码示例

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>());
    }
开发者ID:teresamadruga,项目名称:Match-One,代码行数:25,代码来源:GameController.cs

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>());
        
    }
开发者ID:thebatoust,项目名称:EntitasTurnBasedGame,代码行数:28,代码来源:GameController.cs

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>());
    }
开发者ID:thebatoust,项目名称:Entitas-TileMap,代码行数:21,代码来源:GameController.cs

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>());
    }
开发者ID:teresamadruga,项目名称:Entitas-CSharp-Example,代码行数:28,代码来源:GameController.cs

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>());
    }
开发者ID:thebatoust,项目名称:GlobalGameJam2016,代码行数:61,代码来源:GameController.cs

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;
    }
开发者ID:JamesMcMahon,项目名称:entitas-2d-roguelike,代码行数:36,代码来源:GameController.cs


注:本文中的Pool.CreateSystem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。