register spine system in the starter instead sample source

This commit is contained in:
2019-08-23 01:16:10 +07:00
parent 87584e493a
commit 5b68c7430c
2 changed files with 7 additions and 6 deletions
+1 -2
View File
@@ -143,8 +143,7 @@ namespace
bool create_systems() {
ecs::registry_filler(the<world>().registry())
.system<game_system>(world::priority_update, raptor_gobj_)
.system<camera_system>(world::priority_pre_render)
.system<spine_system>(world::priority_update);
.system<camera_system>(world::priority_pre_render);
return true;
}
+6 -4
View File
@@ -18,13 +18,14 @@
#include <enduro2d/high/components/model_renderer.hpp>
#include <enduro2d/high/components/renderer.hpp>
#include <enduro2d/high/components/scene.hpp>
#include <enduro2d/high/components/sprite_renderer.hpp>
#include <enduro2d/high/components/spine_player.hpp>
#include <enduro2d/high/components/spine_renderer.hpp>
#include <enduro2d/high/components/sprite_renderer.hpp>
#include <enduro2d/high/systems/flipbook_system.hpp>
#include <enduro2d/high/systems/label_system.hpp>
#include <enduro2d/high/systems/render_system.hpp>
#include <enduro2d/high/systems/spine_system.hpp>
namespace
{
@@ -46,7 +47,8 @@ namespace
ecs::registry_filler(the<world>().registry())
.system<flipbook_system>(world::priority_update)
.system<label_system>(world::priority_update)
.system<render_system>(world::priority_render);
.system<render_system>(world::priority_render)
.system<spine_system>(world::priority_update);
return !application_ || application_->initialize();
}
@@ -140,9 +142,9 @@ namespace e2d
.register_component<model_renderer>("model_renderer")
.register_component<renderer>("renderer")
.register_component<scene>("scene")
.register_component<sprite_renderer>("sprite_renderer")
.register_component<spine_player>("spine_player")
.register_component<spine_renderer>("spine_renderer")
.register_component<spine_player>("spine_player");
.register_component<sprite_renderer>("sprite_renderer");
safe_module_initialize<library>(params.library_root(), the<deferrer>());
safe_module_initialize<world>();
}