本文整理汇总了C#中Entitas.Pool.CreateRenderPositionSystem方法的典型用法代码示例。如果您正苦于以下问题:C# Pool.CreateRenderPositionSystem方法的具体用法?C# Pool.CreateRenderPositionSystem怎么用?C# Pool.CreateRenderPositionSystem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类Entitas.Pool
的用法示例。
在下文中一共展示了Pool.CreateRenderPositionSystem方法的5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
static Systems CreateSystems(Pool pool)
{
Systems systems;
#if (UNITY_EDITOR)
systems = new DebugSystems();
#else
systems = new Systems();
#endif
systems
.Add(pool.CreateGameStartSystem())
.Add(pool.CreateGameOverSystem())
.Add(pool.CreateGameBoardCacheSystem())
.Add(pool.CreateCreateGameBoardSystem())
.Add(pool.CreateTurnSystem())
.Add(pool.CreateInputSystem())
.Add(pool.CreateAIMoveSystem())
.Add(pool.CreateExitSystem())
.Add(pool.CreateFoodSystem())
.Add(pool.CreateDestructibleSystem())
// Render
.Add(pool.CreateAnimationSystem())
.Add(pool.CreateDamageSpriteSystem())
.Add(pool.CreateRemoveViewSystem())
.Add(pool.CreateAddViewSystem())
.Add(pool.CreateRenderPositionSystem())
.Add(pool.CreateSmoothMoveSystem());
return systems;
}
示例2: createSystems
Systems createSystems(Pool pool)
{
#if (UNITY_EDITOR)
return new DebugSystems()
#else
return new Systems()
#endif
.Add(pool.CreateGameBoardSystem())
.Add(pool.CreateCreateGameBoardCacheSystem())
.Add(pool.CreateFallSystem())
.Add(pool.CreateFillSystem())
.Add(pool.CreateProcessInputSystem())
.Add(pool.CreateRemoveViewSystem())
.Add(pool.CreateAddViewSystem())
.Add(pool.CreateRenderPositionSystem())
.Add(pool.CreateDestroySystem())
.Add(pool.CreateScoreSystem());
}
示例3: createSystems
Systems createSystems(Pool pool)
{
#if (UNITY_EDITOR)
return new DebugSystems()
#else
return new Systems()
#endif
// Input
.Add(pool.CreateProcessInputSystem())
// Update
.Add(pool.CreateEnemySpawnerSystem())
.Add(pool.CreatePlayerSystem())
.Add(pool.CreateEnergySystem())
.Add(pool.CreateCoroutineSystem())
.Add(pool.CreateMoveSystem())
.Add(pool.CreateShieldSystem())
// Collisions
.Add(pool.CreateScreenCollisionPositionSystem())
.Add(pool.CreateScreenCollisionDestroySystem())
.Add(pool.CreateCollisionDamageSystem())
// Game Logic
.Add(pool.CreateImmortalSystem())
.Add(pool.CreateFlashSystem())
.Add(pool.CreateDamageSystem())
.Add(pool.CreateHealthSystem())
.Add(pool.CreateLifeSystem())
.Add(pool.CreateScoreSystem())
// Render
.Add(pool.CreateLeaderboardSystem())
.Add(pool.CreateCameraShakeSystem())
.Add(pool.CreateMapSystem())
.Add(pool.CreateScoreRenderSystem())
.Add(pool.CreateLifeRenderSystem())
.Add(pool.CreateRemoveViewSystem())
.Add(pool.CreateAddViewSystem())
.Add(pool.CreateRenderPositionSystem())
.Add(pool.CreateRotateViewSystem())
// Cleanup
.Add(pool.CreateDestroySystem());
}
示例4: createSystems
Systems createSystems(Pool pool)
{
#if (UNITY_EDITOR)
return new DebugSystems()
#else
return new Systems()
#endif
.Add(pool.CreateCreatePlayerSystem())
.Add(pool.CreateCreateOpponentsSystem())
.Add(pool.CreateCreateFinishLineSystem())
.Add(pool.CreateRemoveViewSystem())
.Add(pool.CreateAddViewSystem())
.Add(pool.CreateInputSystem())
.Add(pool.CreateAccelerateSystem())
.Add(pool.CreateMoveSystem())
.Add(pool.CreateReachedFinishSystem())
.Add(pool.CreateRenderPositionSystem())
.Add(pool.CreateDestroySystem());
}
示例5: createSystems
Systems createSystems(Pool pool)
{
#if (UNITY_EDITOR)
return new DebugSystems()
#else
return new Systems()
#endif
.Add(pool.CreateGameBoardSystem())
.Add(pool.CreateCreateGameBoardCacheSystem())
.Add(pool.CreateFallSystem())
.Add(pool.CreateFillSystem())
.Add(pool.CreateProcessInputSystem())
.Add(pool.CreateRemoveViewSystem())
.Add(pool.CreateAddViewSystem())
.Add(pool.CreateRenderPositionSystem())
//this will send the position of a soon to be destoyed entity
.Add(pool.CreateSendSystem())
.Add(pool.CreateDestroySystem())
.Add(pool.CreateScoreSystem());
}