protected override void OnCreate() { m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>(); m_StepPhysicsWorldSystem = World.GetOrCreateSystem <StepPhysicsWorld>(); m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); m_DebugStreamSystem = World.GetOrCreateSystem <DebugStream>(); }
protected override void OnCreate() { base.OnCreate(); m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); m_BuildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>(); m_EndSimulationSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>(); }
protected override void OnCreate() { m_ExportPhysicsWorld = World.GetOrCreateSystem <ExportPhysicsWorld>(); m_TriggerSystem = World.GetOrCreateSystem <TriggerEventConversionSystem>(); m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); m_HierarchyChildMask = EntityManager.GetEntityQueryMask( GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(Parent), typeof(LocalToWorld) } }) ); m_NonTriggerDynamicBodyMask = EntityManager.GetEntityQueryMask( GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(Translation), typeof(Rotation), typeof(PhysicsVelocity) }, None = new ComponentType[] { typeof(StatefulTriggerEvent) } }) ); }
protected override void OnCreate( ) { buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld> (); endFramePhysicsSystem = World.GetExistingSystem <EndFramePhysicsSystem> (); base.OnCreate( ); }
protected override void OnCreate() { buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>(); stepPhysicsWorld = World.GetOrCreateSystem <StepPhysicsWorld>(); EndSimECBSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>(); EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); }
protected override void OnCreate() { base.OnCreate(); finalPhysicsSystem = World.DefaultGameObjectInjectionWorld.GetOrCreateSystem <EndFramePhysicsSystem>(); buildPhysicsSystem = World.DefaultGameObjectInjectionWorld.GetOrCreateSystem <BuildPhysicsWorld>(); stepPhysicsSystem = World.DefaultGameObjectInjectionWorld.GetOrCreateSystem <StepPhysicsWorld>(); barrier = World.DefaultGameObjectInjectionWorld.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>(); }
protected override void OnCreate() { RequireSingletonForUpdate <PhysicsDebugDisplay>(); m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); CreateLineMaterial(); }
protected override void OnCreate() { base.OnCreate(); _stepPhysicsWorldSystem = World.GetOrCreateSystem <StepPhysicsWorldSystem>(); _physicsWorldSystem = World.GetOrCreateSystem <PhysicsWorldSystem>(); _endFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); _gameActionSystem = World.GetOrCreateSystem <ExecuteGameActionSystem>(); }
protected override void OnCreate() { base.OnCreate(); _stepPhysicsWorldSystem = World.GetOrCreateSystem <StepPhysicsWorldSystem>(); _physicsWorldSystem = World.GetOrCreateSystem <PhysicsWorldSystem>(); _endFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); _setSignalSystem = World.GetOrCreateSystem <SetSignalSystem>(); }
protected override void OnCreate() { base.OnCreate(); _stepPhysicsWorldSystem = World.GetOrCreateSystem <StepPhysicsWorldSystem>(); _physicsWorldSystem = World.GetOrCreateSystem <PhysicsWorldSystem>(); _endFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); _onOverlapDamageOvertimeSystem = World.GetOrCreateSystem <OnOverlapDamageOvertimeSystem>(); }
protected override void OnCreate( ) { buildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld> (); endFramePhysicsSystem = World.GetExistingSystem <EndFramePhysicsSystem> (); // efsecb = World.GetExistingSystem <EndFixedStepSimulationEntityCommandBufferSystem>() ; // becb = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem> () ; base.OnCreate( ); }
protected override void OnCreate() { buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>(); stepPhysicsWorld = World.GetOrCreateSystem <StepPhysicsWorld>(); endFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); DamagerQuery = GetEntityQuery(ComponentType.ReadOnly <PhysicsDamager>()); RequireForUpdate(DamagerQuery); HealthQuery = GetEntityQuery(ComponentType.ReadOnly <Health>()); RequireForUpdate(HealthQuery); }
protected override void OnCreate() { base.OnCreate(); m_EntityCommandBufferSystem = World.GetOrCreateSystem <BeginSimulationEntityCommandBufferSystem>(); m_EntityCommandBufferSystemo = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>(); m_EndFramePhysicsSystem = World.GetExistingSystem <EndFramePhysicsSystem>(); m_endSimulationEntityCommandBufferSystem = World.GetExistingSystem <EndSimulationEntityCommandBufferSystem>(); m_beginPresentationEntityCommandBufferSystem = World.GetExistingSystem <BeginPresentationEntityCommandBufferSystem>(); _query = GetEntityQuery(typeof(MoveStats)); _queryInput = GetEntityQuery(typeof(InputComponent)); _dalleQuery = GetEntityQuery(typeof(Selectable), typeof(Player1)); _dalleSelectedQuery = GetEntityQuery(typeof(Selectable), typeof(Player1), typeof(UnitSelected), typeof(GrisTag)); }
protected override void OnCreate( ) { buildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld> (); stepPhysicsWorld = World.GetOrCreateSystem <StepPhysicsWorld> (); previousFrameTriggerEvents = new NativeList <StatefulTriggerEvent> (Allocator.Persistent); currentFrameTriggerEvents = new NativeList <StatefulTriggerEvent> (Allocator.Persistent); endFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); // commandBufferSystem = World.GetOrCreateSystem<EndSimulationEntityCommandBufferSystem>(); // becb = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem> () ; base.OnCreate( ); }
protected override void OnCreate() { m_StepPhysicsWorld = World.GetOrCreateSystem <StepPhysicsWorld>(); m_BuildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>(); m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); m_Query = GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(CollisionEventBuffer) } }); m_PreviousFrameCollisionEvents = new NativeList <StatefulCollisionEvent>(Allocator.Persistent); m_CurrentFrameCollisionEvents = new NativeList <StatefulCollisionEvent>(Allocator.Persistent); }
protected override void OnCreate() { buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>(); exportPhysicsWorld = World.GetOrCreateSystem <ExportPhysicsWorld>(); endFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); characterControllerGroup = GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(CharacterControllerComponent), typeof(Translation), typeof(Rotation), typeof(PhysicsCollider) } }); }
protected override void OnCreate() { m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>(); m_ExportPhysicsWorldSystem = World.GetOrCreateSystem <ExportPhysicsWorld>(); m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); EntityQueryDesc query = new EntityQueryDesc { All = new ComponentType[] { typeof(CharacterControllerComponentData), typeof(CharacterControllerInternalData), typeof(PhysicsCollider), typeof(Translation), typeof(Rotation), } }; m_CharacterControllersGroup = GetEntityQuery(query); }
protected override void OnCreate() { m_StepPhysicsWorld = World.GetOrCreateSystem <StepPhysicsWorld>(); m_BuildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>(); m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); m_Query = GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(StatefulTriggerEvent) }, None = new ComponentType[] { typeof(ExcludeFromTriggerEventConversion) } }); m_PreviousFrameTriggerEvents = new NativeList <StatefulTriggerEvent>(Allocator.Persistent); m_CurrentFrameTriggerEvents = new NativeList <StatefulTriggerEvent>(Allocator.Persistent); }
public override void InitSystem() { m_physicsWorldBuilder = World.GetOrCreateSystem <BuildPhysicsWorld>(); endFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); m_collisionFilter = new CollisionFilter { BelongsTo = PhysicsCategories.MouseRaycast, CollidesWith = PhysicsCategories.Ground | PhysicsCategories.Units | PhysicsCategories.ResourceNode }; m_selectionCollisionFilter = new CollisionFilter { BelongsTo = PhysicsCategories.MouseRaycast, CollidesWith = PhysicsCategories.Ground }; m_raycastResult = new NativeArray <RaycastResult>(1, Allocator.Persistent); m_selectionRaycastResult = new NativeArray <RaycastResult>(1, Allocator.Persistent); m_entityQuery = GetEntityQuery(ComponentType.ReadOnly <Translation>(), ComponentType.ReadOnly <Camera>()); }
protected override void OnCreate() { buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>(); exportPhysicsWorld = World.GetOrCreateSystem <ExportPhysicsWorld>(); endFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); }
protected override void OnCreate() { m_BuildPhysicsWorld = World.GetExistingSystem <BuildPhysicsWorld>(); m_EndFramePhysicsSystem = World.GetExistingSystem <EndFramePhysicsSystem>(); m_EntityCommandBufferSystem = World.GetExistingSystem <EndFixedStepSimulationEntityCommandBufferSystem>(); }
protected override void OnStartRunning() { base.OnStartRunning(); _buildPhysicsWorldSystem = World.Active.GetExistingSystem <BuildPhysicsWorld>(); _endFramePhysicsSystem = World.Active.GetOrCreateSystem <EndFramePhysicsSystem>(); }
protected override void OnCreate() { m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); }
protected override void OnCreate() { endPhysicsSystems = World.GetOrCreateSystem <EndFramePhysicsSystem>(); sceneSystem = World.GetOrCreateSystem <SceneSystem>(); currentSceneIndex = 0; }
protected override void OnCreate( ) { becb = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem> (); // triggerSystem = World.GetOrCreateSystem <Unity.Physics.Stateful.TriggerEventConversionSystem> () ; endFramePhysicsSystem = World.GetExistingSystem <EndFramePhysicsSystem> (); }
protected override void OnCreate() { m_StepPhysicsWorld = World.GetOrCreateSystem <StepPhysicsWorld>(); m_BuildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>(); m_endFrameSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); }
protected override void OnCreateManager() { m_BuildPhysicsWorldSystem = World.GetOrCreateManager <BuildPhysicsWorld>(); m_EndFramePhysicsSystem = World.GetOrCreateManager <EndFramePhysicsSystem>(); m_DebugStreamSystem = World.GetOrCreateManager <DebugStream>(); }