Beispiel #1
0
        protected override void OnUpdate()
        {
            var entities = m_ComponentGroup.ToEntityArray(Allocator.TempJob);
            List <SpriteSkin>      spriteSkinComponents = new List <SpriteSkin>();
            List <SpriteComponent> spriteComponents     = new List <SpriteComponent>();

            Entities.ForEach((SpriteSkin spriteSkin) => { spriteSkinComponents.Add(spriteSkin); });
            Entities.ForEach((SpriteComponent sprite) => { spriteComponents.Add(sprite); });
            var worldToLocalComponents = m_ComponentGroup.ToComponentDataArray <WorldToLocal>(Allocator.TempJob);

            for (var i = 0; i < entities.Length; ++i)
            {
                var    vertexBuffer        = EntityManager.GetBuffer <Vertex>(entities[i]);
                var    boneTransformBuffer = EntityManager.GetBuffer <BoneTransform>(entities[i]);
                var    currentSprite       = spriteComponents[i].Value;
                var    currentWorldToLocal = worldToLocalComponents[i];
                Sprite sprite     = null;
                var    entity     = entities[i];
                var    spriteSkin = spriteSkinComponents[i];

                if (spriteSkin == null)
                {
                    continue;
                }

                var spriteRenderer = spriteSkin.spriteRenderer;
                var isValid        = spriteRenderer.enabled && spriteSkin.isValid;
                var isVisible      = spriteRenderer.isVisible || spriteSkin.ForceSkinning;

                if (!isValid)
                {
                    SpriteRendererDataAccessExtensions.DeactivateDeformableBuffer(spriteRenderer);
                }
                else if (isVisible)
                {
                    spriteSkin.ForceSkinning = false;
                    sprite = spriteRenderer.sprite;
                    float4x4 worldToLocal = spriteSkin.transform.worldToLocalMatrix;

                    if (vertexBuffer.Length != sprite.GetVertexCount())
                    {
                        vertexBuffer = PostUpdateCommands.SetBuffer <Vertex>(entity);
                        vertexBuffer.ResizeUninitialized(sprite.GetVertexCount());
                    }

                    InternalEngineBridge.SetDeformableBuffer(spriteRenderer, vertexBuffer.Reinterpret <Vector3>().AsNativeArray());

                    if (boneTransformBuffer.Length != spriteSkin.boneTransforms.Length)
                    {
                        boneTransformBuffer = PostUpdateCommands.SetBuffer <BoneTransform>(entity);
                        boneTransformBuffer.ResizeUninitialized(spriteSkin.boneTransforms.Length);
                    }

                    for (var j = 0; j < boneTransformBuffer.Length; ++j)
                    {
                        boneTransformBuffer[j] = new BoneTransform()
                        {
                            Value = spriteSkin.boneTransforms[j].localToWorldMatrix
                        }
                    }
                    ;

                    PostUpdateCommands.SetComponent <WorldToLocal>(entity, new WorldToLocal()
                    {
                        Value = worldToLocal
                    });
                }

                if (currentSprite != sprite)
                {
                    PostUpdateCommands.SetSharedComponent <SpriteComponent>(entity, new SpriteComponent()
                    {
                        Value = sprite
                    });
                }

                if (!spriteRenderer.enabled)
                {
                    spriteSkin.ForceSkinning = true;
                }
            }

            entities.Dispose();
            worldToLocalComponents.Dispose();
        }
    }
Beispiel #2
0
        protected override void OnUpdate()
        {
            // Camera.main may not be available when the system is created, so need this to set it for the first time
            if (MainCamera == null)
            {
                if (Camera.main != null)
                {
                    MainCamera = Camera.main;
                }
                else
                {
                    GameDebug.LogWarning("PartOwner update: No camera.main");
                    return;
                }
            }

            var camPos = (float3)MainCamera.transform.position;

            // TODO: Jobified ForEach blocked by PrefabAssetRegistry.CreateEntity
            Entities.ForEach((Entity partOwnerEntity, ref Translation translation, ref RegistryAsset registryAsset, ref InputState inputState,
                              ref State state) =>
            {
                var registry = PartRegistry.GetPartRegistry(World, registryAsset.Value);

                // Calc lod
                var charPos = translation.Value;
                var dist    = math.distance(camPos, charPos);
                var newLod  = -1;
                // TODO (mogensh) add threshold that needs to be passed before change (so it does not flicker)
                for (int lod = 0; lod < registry.Value.LODLevels.Length; lod++)
                {
                    if (dist <= registry.Value.LODLevels[lod].EndDist)
                    {
                        newLod = lod;
                        break;
                    }
                }


                // TODO (mogensh) hack: force LOD 0
                newLod = 0;


                // Handle out of lod distance specifically
                if (newLod == -1)
                {
                    if (state.currentLOD != newLod)
                    {
                        state.currentLOD = newLod;

                        GameDebug.Log(Part.ShowLifetime, "Out of LOD distance");

                        var partBuf = EntityManager.GetBuffer <PartElement>(partOwnerEntity)
                                      .ToNativeArray(Allocator.Temp);
                        var partOutBuf = PostUpdateCommands.SetBuffer <PartElement>(partOwnerEntity);
                        partOutBuf.ResizeUninitialized(partBuf.Length);
                        for (int j = 0; j < partBuf.Length; j++)
                        {
                            var partElement = partBuf[j];

                            // Destroy old part
                            if (partElement.PartId != 0)
                            {
                                if (partElement.PartEntity != Entity.Null)
                                {
                                    GameDebug.Log(Part.ShowLifetime, "Destroying part. Category:{0} partId:{1}", j,
                                                  partElement.PartId);
                                    PostUpdateCommands.DestroyEntity(partElement.PartEntity);
                                }

                                partElement.PartEntity = Entity.Null;
                                partElement.PartId     = 0;
                                partElement.Asset      = WeakAssetReference.Default;
                            }

                            partOutBuf[j] = partElement;
                        }

                        PostUpdateCommands.SetComponent(partOwnerEntity, state);
                    }


                    return;
                }



                var newRig = BlobAssetReference <RigDefinition> .Null;
                if (EntityManager.HasComponent <SharedRigDefinition>(partOwnerEntity))
                {
                    newRig = EntityManager.GetSharedComponentData <SharedRigDefinition>(partOwnerEntity).Value;
                }


                // Change bodypart if LOD or rig changed
                var packedPartIds = inputState.PackedPartIds;
                if (packedPartIds != state.CurrentPackedPartIds ||
                    newLod != state.currentLOD ||
                    (newRig != BlobAssetReference <RigDefinition> .Null && newRig != state.currentRig))
                {
                    var partBuf = EntityManager.GetBuffer <PartElement>(partOwnerEntity).ToNativeArray(Allocator.Temp);


                    var partIds = new NativeArray <int>(partBuf.Length, Allocator.Temp);
                    registry.Value.UnpackPartsList(inputState.PackedPartIds, partIds);

                    GameDebug.Log(World, Part.ShowLifetime, "Property changed. Lod:{0}", newLod);

                    var partOutBuf = PostUpdateCommands.SetBuffer <PartElement>(partOwnerEntity);
                    partOutBuf.ResizeUninitialized(partBuf.Length);
                    for (int j = 0; j < partBuf.Length; j++)
                    {
                        var partId      = partIds[j];
                        var partElement = partBuf[j];

                        // Find new asset given the new properties
                        var asset = new WeakAssetReference();
                        if (partId > 0)
                        {
                            var skeletonHash = newRig.IsCreated ? newRig.Value.GetHashCode() : 0;
                            var found        = registry.Value.FindAsset(j, partId, skeletonHash, newLod, ref asset);
                            if (!found)
                            {
                                GameDebug.Log(World, Part.ShowLifetime,
                                              "Failed to find valid part. Category:{0} PartId:{1}", j, partId);
                            }
                        }


                        // No change if asset has not changed
                        if (partElement.Asset == asset)
                        {
                            partOutBuf[j] = partElement;
                            continue;
                        }


                        // Destroy old part
                        if (partElement.PartId != 0)
                        {
                            if (partElement.PartEntity != Entity.Null)
                            {
                                GameDebug.Log(World, Part.ShowLifetime, "Destroying part. Category:{0} partId:", j,
                                              partElement.PartId);
                                PostUpdateCommands.DestroyEntity(partElement.PartEntity);
                            }

                            partElement.PartEntity = Entity.Null;
                            partElement.PartId     = 0;
                            partElement.Asset      = WeakAssetReference.Default;
                        }

                        // Create new part
                        if (partId != 0 && asset.IsSet())
                        {
                            partElement.PartEntity = PrefabAssetManager.CreateEntity(EntityManager, asset);
                            partElement.PartId     = partId;
                            partElement.Asset      = asset;

                            if (partElement.PartEntity != Entity.Null)
                            {
                                GameDebug.Log(World, Part.ShowLifetime,
                                              "Creating part. Owner:{0} Cat:{1} PartId:{2} Asset:{3} part:{4}", partOwnerEntity,
                                              j, partId, asset.ToGuidStr(), partElement.PartEntity);
                                var part   = Part.Owner.Default;
                                part.Value = partOwnerEntity;
                                PostUpdateCommands.SetComponent(partElement.PartEntity, part);

                                // TODO (mogensh) add "static" property on owner (or get somehow). If static just set world transform
                                PostUpdateCommands.AddComponent(partElement.PartEntity,
                                                                new Parent {
                                    Value = partOwnerEntity
                                });
                                PostUpdateCommands.AddComponent(partElement.PartEntity, new LocalToParent());
                            }
                            else
                            {
                                GameDebug.LogError("Failed to create part. Asset:" + asset.ToGuidStr());
                            }
                        }

                        partOutBuf[j] = partElement;
                    }

                    state.CurrentPackedPartIds = packedPartIds;
                    state.currentRig           = newRig;
                    state.currentLOD           = newLod;
                    PostUpdateCommands.SetComponent(partOwnerEntity, state);
                }
            });
        }
Beispiel #3
0
        protected override void OnUpdate()
        {
            var conToColor   = new NativeHashMap <Entity, int>(SystemConstants.MapNodeSize, Allocator.Temp);
            var colorToColor = new NativeHashMap <int, int>(SystemConstants.MapNodeSize, Allocator.Temp);
            int newColor     = 0;

            var connections = _query.ToComponentDataArray <Connection>(Allocator.TempJob);
            var conEnts     = _query.ToEntityArray(Allocator.TempJob);

            for (int i = 0; i < connections.Length; i++)
            {
                var conA = connections[i];
                var entA = conEnts[i];
                for (int j = 0; j < connections.Length; j++)
                {
                    var conB = connections[j];
                    var entB = conEnts[j];

                    if (!conToColor.TryGetValue(entA, out int startColor))
                    {
                        startColor = int.MaxValue;
                    }
                    ;
                    if (!conToColor.TryGetValue(entB, out int endColor))
                    {
                        endColor = int.MaxValue;
                    }

                    if (startColor == endColor)
                    {
                        if (startColor == int.MaxValue)
                        {
                            conToColor.TryAdd(entA, newColor);
                            conToColor.TryAdd(entB, newColor);
                            newColor++;
                        }
                    }
                    else
                    {
                        int minColor   = math.min(startColor, endColor);
                        int maxColor   = math.max(startColor, endColor);
                        var changedCon = startColor > endColor ? entA : entB;
                        int trueColor  = minColor;
                        while (colorToColor.TryGetValue(trueColor, out int nextColor))
                        {
                            trueColor = nextColor;
                        }

                        if (maxColor < int.MaxValue)
                        {
                            conToColor.Remove(changedCon);
                        }
                        conToColor.TryAdd(changedCon, trueColor);

                        if (maxColor < int.MaxValue)
                        {
                            if (colorToColor.TryGetValue(maxColor, out int temp))
                            {
                                colorToColor.Remove(maxColor);
                            }
                            colorToColor.TryAdd(maxColor, trueColor);
                        }
                    }
                }
            }

            connections.Dispose();
            conEnts.Dispose();

            if (conToColor.Length > 0)
            {
                var finalColor     = new NativeHashMap <Entity, int>(SystemConstants.MapNodeSize, Allocator.Temp);
                var colorToNetwork = new NativeHashMap <int, Entity>(SystemConstants.MapNodeSize, Allocator.Temp);
                var keys           = conToColor.GetKeyArray(Allocator.Temp);
                var values         = conToColor.GetValueArray(Allocator.Temp);

                for (int i = 0; i < keys.Length; i++)
                {
                    var con       = keys[i];
                    int trueColor = values[i];
                    while (colorToColor.TryGetValue(trueColor, out int nextColor))
                    {
                        trueColor = nextColor;
                    }

                    finalColor.TryAdd(con, trueColor);

                    if (!colorToNetwork.TryGetValue(trueColor, out var network))
                    {
                        network = PostUpdateCommands.CreateEntity(_networkArchetype);
                        colorToNetwork.TryAdd(trueColor, network);
                    }
                }

                keys.Dispose();
                values.Dispose();

                var networkToBuffer =
                    new NativeHashMap <Entity, DynamicBuffer <NetAdjust> >(SystemConstants.MapNodeSize, Allocator.Temp);

                Entities.WithNone <NetworkGroup>().ForEach((Entity connectionEnt, ref Connection connection,
                                                            ref ConnectionLengthInt conLength, ref ConnectionSpeedInt conSpeed) =>
                {
                    int color   = finalColor[connectionEnt];
                    var network = colorToNetwork[color];
                    PostUpdateCommands.AddSharedComponent(connectionEnt, new NetworkGroup
                    {
                        NetworkId = network.Index
                    });
                    DynamicBuffer <NetAdjust> buffer;
                    if (!networkToBuffer.TryGetValue(network, out buffer))
                    {
                        buffer = PostUpdateCommands.SetBuffer <NetAdjust>(network);
                        networkToBuffer.TryAdd(network, buffer);
                    }

                    buffer.Add(new NetAdjust
                    {
                        Connection = connectionEnt,
                        Cost       = (float)conLength.Length / conSpeed.Speed,
                        StartNode  = connection.StartNode,
                        EndNode    = connection.EndNode
                    });
                });
                colorToNetwork.Dispose();

                networkToBuffer.Dispose();
                finalColor.Dispose();
            }

            conToColor.Dispose();
            colorToColor.Dispose();
        }