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); }
// 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); }