private void GiveClassSkills(int characterID, ClassDatam classDatam) { Entity characterEntity = characters[characterID]; //Character character = World.EntityManager.GetComponentData<Character>(characterEntity); //CharacterDatam characterDatam = meta[character.metaID]; Skills newSkills = World.EntityManager.GetComponentData <Skills>(characterEntity);//new Skills { }; newSkills.Initialize(classDatam); World.EntityManager.SetComponentData(characterEntity, newSkills); skillsSystem.InitializeSkills(characterEntity, newSkills); }
public void Initialize(ClassDatam classer) { if (classer != null) { //if (skills.Length == 0) { skills = new BlitableArray <SkillData>(classer.startingSkills.Count, Unity.Collections.Allocator.Persistent); for (int i = 0; i < classer.startingSkills.Count; i++) { skills[i] = classer.startingSkills[i].Value; } } } }