コード例 #1
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 protected override void OnCreate()
 {
     m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>();
     m_StepPhysicsWorldSystem  = World.GetOrCreateSystem <StepPhysicsWorld>();
     m_EndFramePhysicsSystem   = World.GetOrCreateSystem <EndFramePhysicsSystem>();
     m_DebugStreamSystem       = World.GetOrCreateSystem <DebugStream>();
 }
コード例 #2
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 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)
            }
        })
            );
    }
コード例 #4
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        protected override void OnCreate( )
        {
            buildPhysicsWorld     = World.GetOrCreateSystem <BuildPhysicsWorld> ();
            endFramePhysicsSystem = World.GetExistingSystem <EndFramePhysicsSystem> ();

            base.OnCreate( );
        }
コード例 #5
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 protected override void OnCreate()
 {
     buildPhysicsWorld     = World.GetOrCreateSystem <BuildPhysicsWorld>();
     stepPhysicsWorld      = World.GetOrCreateSystem <StepPhysicsWorld>();
     EndSimECBSystem       = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();
     EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>();
 }
コード例 #6
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 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>();
 }
コード例 #7
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        protected override void OnCreate()
        {
            RequireSingletonForUpdate <PhysicsDebugDisplay>();

            m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>();

            CreateLineMaterial();
        }
コード例 #8
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    protected override void OnCreate()
    {
        base.OnCreate();

        _stepPhysicsWorldSystem = World.GetOrCreateSystem <StepPhysicsWorldSystem>();
        _physicsWorldSystem     = World.GetOrCreateSystem <PhysicsWorldSystem>();
        _endFramePhysicsSystem  = World.GetOrCreateSystem <EndFramePhysicsSystem>();
        _gameActionSystem       = World.GetOrCreateSystem <ExecuteGameActionSystem>();
    }
コード例 #9
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    protected override void OnCreate()
    {
        base.OnCreate();

        _stepPhysicsWorldSystem = World.GetOrCreateSystem <StepPhysicsWorldSystem>();
        _physicsWorldSystem     = World.GetOrCreateSystem <PhysicsWorldSystem>();
        _endFramePhysicsSystem  = World.GetOrCreateSystem <EndFramePhysicsSystem>();
        _setSignalSystem        = World.GetOrCreateSystem <SetSignalSystem>();
    }
コード例 #10
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    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( );
        }
コード例 #12
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    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);
    }
コード例 #13
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    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));
    }
コード例 #14
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        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);
        }
コード例 #16
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        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)
                }
            });
        }
コード例 #17
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    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);
    }
コード例 #18
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        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);
        }
コード例 #19
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        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>());
        }
コード例 #20
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 protected override void OnCreate()
 {
     buildPhysicsWorld     = World.GetOrCreateSystem <BuildPhysicsWorld>();
     exportPhysicsWorld    = World.GetOrCreateSystem <ExportPhysicsWorld>();
     endFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>();
 }
コード例 #21
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 protected override void OnCreate()
 {
     m_BuildPhysicsWorld         = World.GetExistingSystem <BuildPhysicsWorld>();
     m_EndFramePhysicsSystem     = World.GetExistingSystem <EndFramePhysicsSystem>();
     m_EntityCommandBufferSystem = World.GetExistingSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
 }
コード例 #22
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 protected override void OnStartRunning()
 {
     base.OnStartRunning();
     _buildPhysicsWorldSystem = World.Active.GetExistingSystem <BuildPhysicsWorld>();
     _endFramePhysicsSystem   = World.Active.GetOrCreateSystem <EndFramePhysicsSystem>();
 }
コード例 #23
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 protected override void OnCreate()
 {
     m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>();
 }
コード例 #24
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 protected override void OnCreate()
 {
     endPhysicsSystems = World.GetOrCreateSystem <EndFramePhysicsSystem>();
     sceneSystem       = World.GetOrCreateSystem <SceneSystem>();
     currentSceneIndex = 0;
 }
コード例 #25
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 protected override void OnCreate( )
 {
     becb = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem> ();
     // triggerSystem           = World.GetOrCreateSystem <Unity.Physics.Stateful.TriggerEventConversionSystem> () ;
     endFramePhysicsSystem = World.GetExistingSystem <EndFramePhysicsSystem> ();
 }
コード例 #26
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 protected override void OnCreate()
 {
     m_StepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
     m_BuildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
     m_endFrameSystem    = World.GetOrCreateSystem <EndFramePhysicsSystem>();
 }
コード例 #27
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 protected override void OnCreateManager()
 {
     m_BuildPhysicsWorldSystem = World.GetOrCreateManager <BuildPhysicsWorld>();
     m_EndFramePhysicsSystem   = World.GetOrCreateManager <EndFramePhysicsSystem>();
     m_DebugStreamSystem       = World.GetOrCreateManager <DebugStream>();
 }