public void Convert(Entity entity, EntityManager eManager, GameObjectConversionSystem conversionSystem)
        {
            instance  = this;
            archetype = eManager.CreateArchetype(
                typeof(Position2D),
                typeof(Rotation2D),
                typeof(Scale),
                //required params
                typeof(SpriteIndex),
                typeof(SpriteSheetAnimation),
                typeof(SpriteSheetMaterial),
                typeof(SpriteSheetColor),
                typeof(SpriteMatrix),
                typeof(BufferHook)
                );

            NativeArray <Entity> entities = new NativeArray <Entity>(spriteCount, Allocator.Temp);

            eManager.CreateEntity(archetype, entities);

            //only needed for first tiem material baking
            KeyValuePair <Material, float4[]> atlasData = SpriteSheetCache.BakeSprites(sprites, "emoji");
            SpriteSheetMaterial material = new SpriteSheetMaterial {
                material = atlasData.Key
            };

            DynamicBufferManager.manager = eManager;
            DynamicBufferManager.GenerateBuffers(material, entities.Length);
            DynamicBufferManager.BakeUvBuffer(material, atlasData);

            Rect   area      = GetSpawnArea();
            Random rand      = new Random((uint)UnityEngine.Random.Range(0, int.MaxValue));
            int    cellCount = atlasData.Value.Length;

            for (int i = 0; i < entities.Length; i++)
            {
                Entity e = entities[i];
                eManager.SetComponentData(e, new SpriteIndex {
                    Value = rand.NextInt(0, cellCount)
                });
                eManager.SetComponentData(e, new Scale {
                    Value = 10
                });
                eManager.SetComponentData(e, new Position2D {
                    Value = rand.NextFloat2(area.min, area.max)
                });
                eManager.SetComponentData(e, new SpriteSheetAnimation {
                    maxSprites = cellCount, play = true, repetition = SpriteSheetAnimation.RepetitionType.Loop, samples = 10
                });
                var color            = UnityEngine.Random.ColorHSV(.15f, .75f);
                SpriteSheetColor col = new SpriteSheetColor {
                    color = new float4(color.r, color.g, color.b, color.a)
                };
                eManager.SetComponentData(e, col);
                eManager.SetComponentData(e, new BufferHook {
                    bufferID = i, bufferEnityID = DynamicBufferManager.GetEntityBufferID(material)
                });
                eManager.SetSharedComponentData(e, material);
            }
        }
        public void Convert(Entity entity, EntityManager eManager, GameObjectConversionSystem conversionSystem)
        {
            EntityArchetype archetype = eManager.CreateArchetype(
                typeof(Position2D),
                typeof(Rotation2D),
                typeof(Scale),
                //required params
                typeof(SpriteIndex),
                typeof(SpriteSheetAnimation),
                typeof(SpriteSheetMaterial),
                typeof(SpriteSheetColor),
                typeof(SpriteMatrix),
                typeof(BufferHook)
                );

            NativeArray <Entity> entities = new NativeArray <Entity>(spriteCount, Allocator.Temp);

            eManager.CreateEntity(archetype, entities);

            //only needed for the first time to bake the material and create the uv map
            SpriteSheetManager.RecordSpriteSheet(sprites, spriteSheetName, entities.Length);


            Rect   area                  = GetSpawnArea();
            Random rand                  = new Random((uint)UnityEngine.Random.Range(0, int.MaxValue));
            int    cellCount             = SpriteSheetCache.GetLength(spriteSheetName);
            SpriteSheetMaterial material = new SpriteSheetMaterial {
                material = SpriteSheetCache.GetMaterial(spriteSheetName)
            };

            for (int i = 0; i < entities.Length; i++)
            {
                Entity e = entities[i];
                eManager.SetComponentData(e, new SpriteIndex {
                    Value = rand.NextInt(0, cellCount)
                });
                eManager.SetComponentData(e, new Scale {
                    Value = 10
                });
                eManager.SetComponentData(e, new Position2D {
                    Value = rand.NextFloat2(area.min, area.max)
                });
                eManager.SetComponentData(e, new SpriteSheetAnimation {
                    frameCount = cellCount, playMode = PlayMode.Loop, framesPerSecond = 10
                });
                var color            = UnityEngine.Random.ColorHSV(.15f, .75f);
                SpriteSheetColor col = new SpriteSheetColor {
                    color = new float4(color.r, color.g, color.b, color.a)
                };
                eManager.SetComponentData(e, col);
                eManager.SetComponentData(e, new BufferHook {
                    bufferID = i, bufferEntityID = DynamicBufferManager.GetEntityBufferID(material)
                });
                eManager.SetSharedComponentData(e, material);
            }
        }
        public static Entity SpawnEntity(EntityCommandBuffer eManager, string materialName)
        {
            var e = eManager.CreateEntity(instance.archetype);
            //only needed for first tiem material baking
            Material material = SpriteSheetCache.materialNameMaterial[materialName];

            int    bufferID   = DynamicBufferManager.AddDynamicBuffers(DynamicBufferManager.GetEntityBuffer(material), material);
            Entity uvBuffer   = DynamicBufferManager.GetEntityBuffer(material);
            int    maxSprites = DynamicBufferManager.manager.GetBuffer <UvBuffer>(uvBuffer).Length;

            Rect   area = instance.GetSpawnArea();
            Random rand = new Random((uint)UnityEngine.Random.Range(0, int.MaxValue));

            eManager.SetComponent(e, new SpriteIndex {
                Value = 0
            });
            eManager.SetComponent(e, new Scale {
                Value = 20
            });
            eManager.SetComponent(e, new Position2D {
                Value = rand.NextFloat2(area.min, area.max)
            });
            eManager.SetComponent(e, new SpriteSheetAnimation {
                maxSprites = maxSprites, play = true, repetition = SpriteSheetAnimation.RepetitionType.Loop, samples = 10
            });
            var color            = UnityEngine.Random.ColorHSV(.15f, .75f);
            SpriteSheetColor col = new SpriteSheetColor {
                color = new float4(color.r, color.g, color.b, color.a)
            };

            eManager.SetComponent(e, col);
            var spriteSheetMaterial = new SpriteSheetMaterial {
                material = material
            };

            eManager.SetComponent(e, new BufferHook {
                bufferID = bufferID, bufferEnityID = DynamicBufferManager.GetEntityBufferID(spriteSheetMaterial)
            });
            eManager.SetSharedComponent(e, spriteSheetMaterial);
            return(e);
        }
        public void Convert(Entity entity, EntityManager eManager, GameObjectConversionSystem conversionSystem)
        {
            var archetype = eManager.CreateArchetype(
                typeof(Position2D),
                typeof(Rotation2D),
                typeof(Scale),
                //typeof(Bound2D),
                typeof(SpriteSheet),
                typeof(SpriteSheetAnimation),
                typeof(SpriteSheetMaterial),
                typeof(UvBuffer),
                typeof(SpriteSheetColor),
                typeof(RenderData)
                );

            NativeArray <Entity> entities = new NativeArray <Entity>(spriteCount, Allocator.Temp);

            eManager.CreateEntity(archetype, entities);

            KeyValuePair <Material, float4[]> atlasData = SpriteSheetCache.BakeSprites(sprites);
            int cellCount = atlasData.Value.Length;

            Random rand = new Random((uint)UnityEngine.Random.Range(0, int.MaxValue));
            Rect   area = GetSpawnArea();
            SpriteSheetMaterial material = new SpriteSheetMaterial {
                material = atlasData.Key
            };

            for (int i = 0; i < entities.Length; i++)
            {
                Entity e = entities[i];

                SpriteSheet sheet = new SpriteSheet {
                    spriteIndex = rand.NextInt(0, cellCount), maxSprites = cellCount
                };
                Scale scale = new Scale {
                    Value = rand.NextFloat(minScale, maxScale)
                };
                Position2D pos = new Position2D {
                    Value = rand.NextFloat2(area.min, area.max)
                };
                SpriteSheetAnimation anim = new SpriteSheetAnimation {
                    play = true, repetition = SpriteSheetAnimation.RepetitionType.Loop, samples = 10
                };
                var color            = UnityEngine.Random.ColorHSV(.15f, .75f);
                SpriteSheetColor col = new SpriteSheetColor {
                    value = new float4(color.r, color.g, color.b, color.a)
                };
                eManager.SetComponentData(e, sheet);
                eManager.SetComponentData(e, scale);
                eManager.SetComponentData(e, pos);
                eManager.SetComponentData(e, anim);
                eManager.SetComponentData(e, col);
                eManager.SetSharedComponentData(e, material);

                // Fill uv buffer
                var buffer = eManager.GetBuffer <UvBuffer>(entities[i]);
                for (int j = 0; j < atlasData.Value.Length; j++)
                {
                    buffer.Add(atlasData.Value[j]);
                }
            }
        }
Exemple #5
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        void DoSpawn(SpriteSpawnerTest.SpawnData spawner, Material mat)
        {
            ComponentType[] type = new ComponentType[]
            {
                typeof(Position2D),
                typeof(Rotation2D),
                typeof(Scale),
                typeof(SpriteSheetAnimation),
                typeof(SpriteSheetMaterial),
                typeof(SpriteSheetColor),
                typeof(UVCell)
            };

            var em        = EntityManager;
            var archetype = em.CreateArchetype(type);

            NativeArray <Entity> entities = new NativeArray <Entity>(spawner.spriteCount, Allocator.Temp);

            em.CreateEntity(archetype, entities);

            int cellCount = CachedUVData.GetCellCount(mat);

            Random rand = new Random((uint)UnityEngine.Random.Range(0, int.MaxValue));
            Rect   area = spawner.GetSpawnArea();
            SpriteSheetMaterial material = new SpriteSheetMaterial {
                material = mat
            };
            var maxFrames = CachedUVData.GetCellCount(mat);

            //Debug.Log("Spawning entities and setting components");
            for (int i = 0; i < entities.Length; i++)
            {
                Entity e = entities[i];


                Scale scale = new Scale {
                    Value = rand.NextFloat(spawner.minScale, spawner.maxScale)
                };
                float2 p = rand.NextFloat2(area.min, area.max);


                Position2D pos = spawner.origin.xy + p;
                Rotation2D rot = new Rotation2D {
                    angle = spawner.rotation
                };

                int numFrames             = rand.NextInt(3, maxFrames / 2);
                int minFrame              = rand.NextInt(0, maxFrames - numFrames);
                SpriteSheetAnimation anim = new SpriteSheetAnimation
                {
                    play       = true,
                    repetition = SpriteSheetAnimation.RepetitionType.Loop,
                    fps        = rand.NextFloat(spawner.minFPS_, spawner.maxFPS_),
                    frameMin   = minFrame,
                    frameMax   = minFrame + numFrames
                };
                SpriteSheetColor color = UnityEngine.Random.ColorHSV(.35f, .75f);
                UVCell           cell  = new UVCell {
                    value = rand.NextInt(0, maxFrames)
                };

                em.SetComponentData(e, scale);
                em.SetComponentData(e, pos);
                em.SetComponentData(e, anim);
                em.SetComponentData(e, color);
                em.SetComponentData(e, cell);
                em.SetComponentData(e, rot);
                em.SetSharedComponentData(e, material);
            }
        }