public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
    {
        dstManager.AddComponentData(entity, new Character.Settings());

        dstManager.AddComponentData(entity, new Character.InterpolatedData());
        dstManager.AddComponentData(entity, new Character.PredictedData());
        dstManager.AddComponentData(entity, new Character.ReplicatedData());

        dstManager.AddComponentData(entity, Player.OwnerPlayerId.Default);

        dstManager.AddComponentData(entity, new PlayerControlled.State());

        dstManager.AddComponentData(entity, AimData.Data.Default);

        dstManager.AddComponentData(entity, new HitColliderOwner.State
        {
            collisionEnabled = 1,
        });

        InventoryAuthoring.AddInventoryComponents(entity, dstManager, conversionSystem);

        dstManager.AddComponentData(entity, new HealthStateData());
        dstManager.AddBuffer <DamageEvent>(entity);
        dstManager.AddComponentData(entity, new DamageHistoryData());

        AbilityCollectionAuthoring.AddAbilityComponents(entity, dstManager, conversionSystem, abilities);

        AbilityOwnerAuthoring.AddAbilityOwnerComponents(entity, dstManager, conversionSystem);
    }
Esempio n. 2
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    // public BoneReferenceAuthoring attachBone; // TODO (mogensh) Use BoneReferenceAuthoring when all conversion happens in editor
    //public BoneReference attachBone2;

    public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
    {
        GameDebug.Log(string.Format("Convert Item:{0}", this));

        dstManager.AddComponentData(entity, Item.InputState.Default);

        AbilityCollectionAuthoring.AddAbilityComponents(entity, dstManager, conversionSystem, abilities);



        //var runtimeBoneRef = RuntimeBoneReference.Default;
        //runtimeBoneRef.ReferenceRig = RigDefinitionAsset.ConvertRig(attachBone2.RigAsset);
        //runtimeBoneRef.BoneIndex = attachBone2.BoneIndex;
        //RigAttacher.AddRigAttacher(entity, dstManager, runtimeBoneRef);
    }