public void Execute(int index)
            {
                int cellHash = OverlappingCells[index];

                if (InstigatorMap.TryGetFirstValue(cellHash, out FindAttackTargetDataTuple currentInstigatorTuple, out NativeMultiHashMapIterator <int> instigatorIterator) == false)
                {
                    return;
                }

                do
                {
                    if (TargetMap.TryGetFirstValue(cellHash, out FindAttackTargetDataTuple currentTargetTuple, out NativeMultiHashMapIterator <int> targetIterator) == false)
                    {
                        return;
                    }

                    do
                    {
                        if (CheckInRange(currentTargetTuple.Position, currentInstigatorTuple.Position, currentInstigatorTuple.RangeSqr))
                        {
                            var attackTargetComponent = new AttackTargetComponent {
                                Target = currentTargetTuple.Entity
                            };
                            CommandBuffer.AddComponent(m_ThreadIndex, currentInstigatorTuple.Entity, attackTargetComponent);

                            //CommandBuffer.AddComponent(chunkIndex, EntityToTestAgainst[j], new OccupiedAsTargetTag());
                            break;
                        }
                    } while (InstigatorMap.TryGetNextValue(out currentTargetTuple, ref targetIterator) == true);
                } while (InstigatorMap.TryGetNextValue(out currentInstigatorTuple, ref instigatorIterator) == true);
            }
Beispiel #2
0
        private void CheckValidity(Entity e, ref AttackTargetComponent a)
        {
            if (EntityManager.Exists(a.Target) == false)
            {
                EntityManager.RemoveComponent <AttackTargetComponent>(e);

                if (EntityManager.HasComponent <EnemyTeamComponent>(e))
                {
                    EntityManager.AddComponent <FollowWaypointTag>(e);
                    int currentTarget = EntityManager.GetComponentData <WaypointMovementComponent>(e).CurrentTargetIndex;
                    var noise         = new float3(m_Random.NextFloat(-m_NoiseValue, m_NoiseValue), 0, m_Random.NextFloat(-m_NoiseValue, m_NoiseValue));
                    var moveForward   = new MoveForwardComponent {
                        Target = AllWaypointTranslation[currentTarget].Value + noise
                    };
                    EntityManager.AddComponentData(e, moveForward);
                }
            }
        }