using System.Collections.Generic; using Unity.Entities; public class CharacterBehaviours { public static void CreateControlledEntityChangedSystems(GameWorld world,SystemCollection systems) { systems.Add(world.GetECSWorld().CreateManager(world)); } public static void CreateHandleSpawnSystems(GameWorld world,SystemCollection systems, BundledResourceManager resourceManager) { systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world, resourceManager)); systems.Add(world.GetECSWorld().CreateManager(world)); } public static void CreateHandleDespawnSystems(GameWorld world,SystemCollection systems) { systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); } public static void CreateRollbackSystems( GameWorld world, List systems) { systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); } public static void CreateMovementStartSystems(GameWorld world, SystemCollection systems) { systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); } public static void CreateMovementResolveSystems(GameWorld world, SystemCollection systems) { systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); } public static void CreateAbilityStartSystems(GameWorld world, SystemCollection systems) { // Ability request phase systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); // Resolve active abilities systems.Add(world.GetECSWorld().CreateManager(world)); // Update active abilities systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); } public static void CreateAbilityResolveSystems(GameWorld world, SystemCollection systems) { systems.Add(world.GetECSWorld().CreateManager(world)); systems.Add(world.GetECSWorld().CreateManager(world)); } }