/// <summary>
    /// 我们将编辑器的数据表述转化成实体最佳的运行时表述
    /// </summary>
    /// <param name="entity">实体</param>
    /// <param name="dstManager">目标实体管理器</param>
    /// <param name="conversionSystem">转化系统</param>
    public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
    {
        var spawnerData = new Spawner_FromEntity
        {
            Prefab = conversionSystem.GetPrimaryEntity(Prefab), //将Prefab转成实体Entity
            CountX = CountX,
            CountY = CountY
        };

        dstManager.AddComponentData(entity, spawnerData);
    }
    public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
    {
        var spawnerData = new Spawner_FromEntity
        {
            //被引用的预设因为做了声明将被转化成实体
            //所以我们这里只是将游戏对象标记到一个引用该预设的实体上
            Prefab = conversionSystem.GetPrimaryEntity(prefab),
            time   = 5
        };

        dstManager.AddComponentData <Spawner_FromEntity>(entity, spawnerData);
    }
Ejemplo n.º 3
0
    // Lets you convert the editor data representation to the entity optimal runtime representation
    public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
    {
        var spawnerData = new Spawner_FromEntity
        {
            // The referenced prefab will be converted due to DeclareReferencedPrefabs.
            // So here we simply map the game object to an entity reference to that prefab.
            Prefab = conversionSystem.GetPrimaryEntity(Prefab),
            CountX = CountX,
            CountY = CountY
        };

        dstManager.AddComponentData(entity, spawnerData);
    }
Ejemplo n.º 4
0
    // Lets you convert the editor data representation to the entity optimal runtime representation
    public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
    {
        var spawnerData = new Spawner_FromEntity
        {
            // The referenced prefab will be converted due to DeclareReferencedPrefabs.
            // So here we simply map the game object to an entity reference to that prefab.
            Prefab = conversionSystem.GetPrimaryEntity(Prefab),
            CountX = CountX,
            CountY = CountY
        };

        //dstManager.SetComponentData(entity, new UnitNavAgentComponent { RandomThreshold = new float3(Random.Range(0f,10f),Random.Range(0f,10f),Random.Range(0f,10f)) });
        //dstManager.AddComponentData(entity, xd);
        dstManager.AddComponentData(entity, spawnerData);
    }