コード例 #1
0
ファイル: MapState.cs プロジェクト: sarkahn/dots-roguelike
 public MapStateJobContext(SystemBase sys, Entity e, bool readOnly = false)
 {
     entity = e;
     obstaclesFromEntity = sys.GetBufferFromEntity <MapObstaclesBuffer>(readOnly);
     entitiesFromEntity  = sys.GetBufferFromEntity <MapEntitiesBuffer>(readOnly);
     sizeFromEntity      = sys.GetComponentDataFromEntity <MapSize>(readOnly);
 }
コード例 #2
0
 public TerminalJobContext(SystemBase sys, Entity e, bool readOnly = false)
 {
     tilesFromEntity    = sys.GetBufferFromEntity <TerminalTilesBuffer>(readOnly);
     sizeFromEntity     = sys.GetComponentDataFromEntity <TerminalSize>(readOnly);
     tileSizeFromEntity = sys.GetComponentDataFromEntity <TileSize>(readOnly);
     posFromEntity      = sys.GetComponentDataFromEntity <Translation>(readOnly);
     termFromEntity     = sys.GetComponentDataFromEntity <Terminal>(readOnly);
     entity             = e;
 }
コード例 #3
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        public JobHandle Update(SpriteAnimation filter, JobHandle inputDeps)
        {
            var clipSetFromEntity = m_system.GetBufferFromEntity <SpriteAnimationClipBufferElement <TProperty, TData> >(true);

            if (clipSetFromEntity.Exists(filter.ClipSetEntity) && clipSetFromEntity[filter.ClipSetEntity][filter.ClipIndex].Value.IsCreated)
            {
                inputDeps = new SpriteAnimationJobChunk {
                    Filter = filter,
                    SpriteAnimationTimeSpeedStateType = m_system.GetArchetypeChunkComponentType <SpriteAnimationTimeSpeedState>(true),
                    SpriteAnimationPlayingStateType   = m_system.GetArchetypeChunkComponentType <SpriteAnimationPlayingState>(false),
                    PropertyType      = m_system.GetArchetypeChunkComponentType <TProperty>(false),
                    ClipSetFromEntity = clipSetFromEntity,
                    LastSystemVersion = m_system.LastSystemVersion
                }
            }
コード例 #4
0
ファイル: UI.cs プロジェクト: sarkahn/dots-roguelike
 public UIJobContext(SystemBase sys, Entity e, bool readOnly = false)
 {
     Entity     = e;
     HitPointUI = sys.GetComponentDataFromEntity <HitPointsUI>(readOnly);
     LogBuffer  = sys.GetBufferFromEntity <UILogBuffer>(readOnly);
 }
コード例 #5
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 public static PhysicsBufferFromEntity <T> GetPhysicsBufferFromEntity <T>(this SystemBase system, bool isReadOnly = false) where T : struct, IBufferElementData
 {
     return(new PhysicsBufferFromEntity <T> {
         bfe = system.GetBufferFromEntity <T>(isReadOnly)
     });
 }
コード例 #6
0
ファイル: Player.cs プロジェクト: sarkahn/dots-roguelike
 public PlayerJobContext(SystemBase system, bool readOnly)
 {
     entity            = system.GetSingletonEntity <Player>();
     posFromEntity     = system.GetComponentDataFromEntity <Position>(readOnly);
     mapViewFromEntity = system.GetBufferFromEntity <MapViewBuffer>(readOnly);
 }
コード例 #7
0
ファイル: JobData.cs プロジェクト: sarkahn/dots-roguelike
 public BufferJobData(SystemBase system, Entity e, bool readOnly = false)
 {
     entity = e;
     bfe    = system.GetBufferFromEntity <T>(readOnly);
 }