Esempio n. 1
0
        private void Reload()
        {
            Roots.Clear();

            var entities = m_Scene.ToEntityArray(m_EntityManager, Allocator.TempJob);

            try
            {
                using (var pooledDictionary = DictionaryPool <Entity, EntityNode> .GetDisposable())
                    using (var pooledList = ListPool <Entity> .GetDisposable())
                    {
                        var entityCache = pooledDictionary.Dictionary;
                        var allEntities = pooledList.List;
                        for (var i = 0; i < entities.Length; ++i)
                        {
                            var entity     = entities[i];
                            var entityNode = new EntityNode(this, m_Session, entity);
                            allEntities.Add(entity);
                            entityCache.Add(entity, entityNode);
                        }

                        for (var i = 0; i < allEntities.Count; ++i)
                        {
                            var entity = allEntities[i];
                            var node   = entityCache[entity];

                            EntityNode parent = null;

                            // Do we have a transform parent?
                            if (m_EntityManager.HasComponent <Parent>(entity))
                            {
                                var Parent = m_EntityManager.GetComponentData <Parent>(entity);
                                entityCache.TryGetValue(Parent.Value, out parent);
                            }

                            if (null != parent)
                            {
                                node.Parent = parent;
                                parent.Children.Add(node);
                            }
                            else
                            {
                                Roots.Add(node);
                            }
                        }
                    }
            }
            finally
            {
                entities.Dispose();
            }

            SortBySiblingIndex(Roots);
            ForceSiblingIndex(Roots, true);
        }
Esempio n. 2
0
        protected override ISceneGraphNode CreateNode(ISceneGraphNode source, ISceneGraphNode parent)
        {
            if (source is EntityNode sourceNode)
            {
                var targetEntity = m_EntityManager.CreateEntity(m_EntityManager.GetChunk(sourceNode.Entity).Archetype);
                var sourceEntity = sourceNode.Entity;
                var visitor      = new CopyVisitor(m_EntityManager, sourceEntity, targetEntity);
                PropertyContainer.Visit(new EntityContainer(m_EntityManager, sourceEntity), visitor);
                m_WorldManager.SetEntityGuid(targetEntity, Guid.NewGuid());
                var entityNode = new EntityNode(this, m_Session, targetEntity);

                var newEntityName = EntityNameHelper.GetUniqueEntityName(m_WorldManager.GetEntityName(targetEntity), m_WorldManager, parent?.Children ?? Roots);
                m_WorldManager.SetEntityName(targetEntity, newEntityName);

                Add(entityNode, parent);
                return(entityNode);
            }

            return(null);
        }
        static BuiltinHierarchyDragAndDrop()
        {
            HierarchyDragAndDrop <UnityEngine.Sprite, EntityHierarchyTree.Key> .SingleObjectDrop = (session, sprite, graph, parent, index) =>
            {
                var worldManager     = session.GetManager <IWorldManager>();
                var entityManager    = worldManager.EntityManager;
                var archetypeManager = session.GetManager <IArchetypeManager>();
                var assetManager     = session.GetManager <IAssetManager>();

                var entity   = entityManager.CreateEntity(archetypeManager.Sprite);
                var renderer = DomainCache.GetDefaultValue <Sprite2DRenderer>();
                renderer.sprite = assetManager.GetEntity(sprite);
                worldManager.SetEntityName(entity, sprite.name);
                entityManager.SetComponentData(entity, renderer);
                entityManager.SetComponentData(entity, DomainCache.GetDefaultValue <Rotation>());
                entityManager.SetComponentData(entity, DomainCache.GetDefaultValue <NonUniformScale>());
                entityManager.SetComponentData(entity, Guid.NewGuid().ToEntityGuid());

                var node = new EntityNode(graph, session, entity);
                if (null != parent)
                {
                    parent.Insert(index, node);
                }
                else
                {
                    graph.Insert(index, node);
                }

                return(node);
            };

            HierarchyDragAndDrop <UnityEngine.Texture2D, EntityHierarchyTree.Key> .SingleObjectDrop = (session, texture, graph, parent, index) =>
            {
                if (null == texture)
                {
                    return(null);
                }

                var path    = AssetDatabase.GetAssetPath(texture);
                var sprites = AssetDatabase.LoadAllAssetsAtPath(path).OfType <UnityEngine.Sprite>().ToArray();
                if (sprites.Length == 0)
                {
                    return(null);
                }

                // Create normal Sprite2DRenderer
                if (sprites.Length == 1)
                {
                    return(HierarchyDragAndDrop <UnityEngine.Sprite, EntityHierarchyTree.Key> .SingleObjectDrop(session, sprites[0], graph,
                                                                                                                parent, index));
                }

                // Create Sprite2DRendererSequence
                var worldManager     = session.GetManager <IWorldManager>();
                var entityManager    = worldManager.EntityManager;
                var archetypeManager = session.GetManager <IArchetypeManager>();
                var assetManager     = session.GetManager <IAssetManager>();

                var entity   = entityManager.CreateEntity(archetypeManager.SpriteSequence);
                var renderer = DomainCache.GetDefaultValue <Sprite2DRenderer>();
                renderer.sprite = assetManager.GetEntity(sprites[0]);
                worldManager.SetEntityName(entity, texture.name);
                entityManager.SetComponentData(entity, renderer);
                entityManager.SetComponentData(entity, DomainCache.GetDefaultValue <Rotation>());
                entityManager.SetComponentData(entity, DomainCache.GetDefaultValue <NonUniformScale>());
                entityManager.SetComponentData(entity, Guid.NewGuid().ToEntityGuid());
                entityManager.SetComponentData(entity, new Sprite2DSequencePlayer {
                    loop = LoopMode.Loop, sequence = entity, paused = false, speed = 1, time = 0
                });
                entityManager.SetComponentData(entity, new Sprite2DSequenceOptions {
                    frameRate = 20
                });

                // [HACK] We need to prime the asset entities, because if they don't already exist, generating them will
                // cause the buffer to be invalid.
                foreach (var sprite in sprites)
                {
                    assetManager.GetEntity(sprite);
                }

                var sequence = entityManager.GetBuffer <Sprite2DSequence>(entity);
                foreach (var sprite in sprites)
                {
                    sequence.Add(new Sprite2DSequence {
                        e = assetManager.GetEntity(sprite)
                    });
                }

                var node = new EntityNode(graph, session, entity);
                if (null != parent)
                {
                    parent.Insert(index, node);
                }
                else
                {
                    graph.Insert(index, node);
                }

                return(node);
            };

            //Create audio source
            HierarchyDragAndDrop <UnityEngine.AudioClip, EntityHierarchyTree.Key> .SingleObjectDrop = (session, audioClip, graph, parent, index) =>
            {
                var worldManager     = session.GetManager <IWorldManager>();
                var entityManager    = worldManager.EntityManager;
                var archetypeManager = session.GetManager <IArchetypeManager>();
                var assetManager     = session.GetManager <IAssetManager>();

                var entitySource = entityManager.CreateEntity(archetypeManager.AudioSource);
                worldManager.SetEntityName(entitySource, audioClip.name);
                entityManager.SetComponentData(entitySource, new AudioSource()
                {
                    clip   = assetManager.GetEntity(audioClip),
                    volume = 1.0f
                });
                entityManager.SetComponentData(entitySource, Guid.NewGuid().ToEntityGuid());

                var node = new EntityNode(graph, session, entitySource);
                if (null != parent)
                {
                    parent.Insert(index, node);
                }
                else
                {
                    graph.Insert(index, node);
                }

                return(node);
            };

            HierarchyDragAndDrop <UnityEngine.Video.VideoClip, EntityHierarchyTree.Key> .SingleObjectDrop = (session, videoClip, graph, parent, index) =>
            {
                var worldManager     = session.GetManager <IWorldManager>();
                var entityManager    = worldManager.EntityManager;
                var archetypeManager = session.GetManager <IArchetypeManager>();
                var assetManager     = session.GetManager <IAssetManager>();

                var entitySource = entityManager.CreateEntity(archetypeManager.VideoSource);
                worldManager.SetEntityName(entitySource, videoClip.name);
                entityManager.SetComponentData(entitySource, new VideoPlayer()
                {
                    clip     = assetManager.GetEntity(videoClip),
                    controls = true
                });
                entityManager.SetComponentData(entitySource, Guid.NewGuid().ToEntityGuid());

                var node = new EntityNode(graph, session, entitySource);
                if (null != parent)
                {
                    parent.Insert(index, node);
                }
                else
                {
                    graph.Insert(index, node);
                }

                return(node);
            };
        }