protected override void OnCreate()
        {
            endSimulationECBSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();
            var ecb = new EntityCommandBuffer(Allocator.Temp);

            // Initialize our player data
            player = ecb.CreateEntity();

            resources = new Dictionary <ResourceTypes, Text>(); // UI textfield mapping

            DynamicBuffer <PlayerResourceData> playerResources = ecb.AddBuffer <PlayerResourceData>(player);

            ecb.AddComponent <PlayerTag>(player);

            #region Initialize player resources (buffer)

            AddStartResources(playerResources, new ResourceTypes[]
            {
                ResourceTypes.Gold,
                ResourceTypes.Wood,
                ResourceTypes.Iron,
                ResourceTypes.Crystal
            });

            #endregion

        #if UNITY_EDITOR
            EntityManager.SetName(player, "Player Resource Data");
        #endif

            ecb.Playback(EntityManager);
            ecb.Dispose();
        }
Beispiel #2
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        private void LoadPatternPrefabs()
        {
            foreach (var patternAsset in patternAssets)
            {
                var patternEntity = patternAsset.Convert(entityManager);

                entityManager.SetName(patternEntity, patternAsset.name);
            }
        }