public EntitySpawnInfoComponent(ref EntitySpawnInfoComponent rhs) { preset = Entity.Null; number = rhs.number; velocityMin = rhs.velocityMin; velocityMax = rhs.velocityMax; posOffsetMin = rhs.posOffsetMin; posOffsetMax = rhs.posOffsetMax; lifetime = rhs.lifetime; spawnEffect = Entity.Null; destroyEffect = Entity.Null; }
protected override void OnUpdate() { Entities.ForEach((Entity playerEntity, ref PlayerComponent playerComp, ref IntelligenceComponent intelComp) => { if (playerComp.currentBehaviors > 0) { return; } // all behaviours have done! if (intelComp.isWaitingForOtherSystems) { intelComp.isWaitingForOtherSystems = false; EntityManager.RemoveComponent <IntelligenceComponent>(playerEntity); EntityManager.AddComponentData(playerEntity, new TargetingComponent()); return; } // get target var targetEntity = Entity.Null; var targetIndex = intelComp.targetEntityIndex; Entities.ForEach((Entity entity, ref Translation entityPos) => { if (targetIndex == entity.Index) { targetEntity = entity; return; } }); ReactiveComponent targetReactiveComp = EntityManager.GetComponentData <ReactiveComponent>(targetEntity); // Searching bool shouldSearch = (targetReactiveComp.searchingTime > 0.0f) && (false == BehaviorState.HasState(playerComp, BehaviorState.searching)); if (shouldSearch) { EntityManager.AddComponentData(playerEntity, new SearchingComponent() { searchingTime = targetReactiveComp.searchingTime, searchingAnim = targetReactiveComp.searchingAnim, elapsedSearchingTime = 0.0f }); playerComp.currentBehaviors |= BehaviorState.searching; } // Panic bool shouldPanic = (targetReactiveComp.panicTime > 0.0f) && (false == BehaviorState.HasState(playerComp, BehaviorState.panic)); if (shouldPanic) { EntityManager.AddComponentData(playerEntity, new PanicComponent() { panicTime = targetReactiveComp.panicTime, panicAnim = targetReactiveComp.panicAnim, madness = targetReactiveComp.madness, madnessDuration = targetReactiveComp.madnessDuration, elapsedPanicTime = 0.0f, }); playerComp.currentBehaviors |= BehaviorState.panic; } // Pending Item bool shouldPendItem = (targetReactiveComp.itemID > 0) && (false == BehaviorState.HasState(playerComp, BehaviorState.pendingItem)); if (shouldPendItem) { EntityManager.AddComponentData(playerEntity, new PendingItemComponent() { pendingItemID = targetReactiveComp.itemID }); playerComp.currentBehaviors |= BehaviorState.pendingItem; } // Spawning bool shouldSpawn = (EntityManager.HasComponent <EntitySpawnInfoComponent>(targetEntity)) && (false == BehaviorState.HasState(playerComp, BehaviorState.spawning)); if (shouldSpawn) { EntitySpawnInfoComponent spawnInfo = EntityManager.GetComponentData <EntitySpawnInfoComponent>(targetEntity); EntityManager.AddComponentData(playerEntity, new EntitySpawnComponent(ref spawnInfo)); playerComp.currentBehaviors |= BehaviorState.spawning; } // Teleport bool shouldTeleport = (EntityManager.HasComponent <TeleportInfoComponent>(targetEntity)) && (false == BehaviorState.HasState(playerComp, BehaviorState.teleport)); if (shouldTeleport) { var teleportInfo = EntityManager.GetComponentData <TeleportInfoComponent>(targetEntity); EntityManager.AddComponentData(playerEntity, new TeleportComponent(ref teleportInfo)); playerComp.currentBehaviors |= BehaviorState.teleport; } if (playerComp.currentBehaviors > 0) { intelComp.isWaitingForOtherSystems = true; } }); }