// ** CONFIGURATION ** public GameObjectConversionSettings(World destinationWorld, ConversionFlags conversionFlags, BlobAssetStore blobAssetStore = null) { DestinationWorld = destinationWorld; ConversionFlags = conversionFlags; if (blobAssetStore != null) { BlobAssetStore = blobAssetStore; } }
public GameObjectConversionMappingSystem(World DstWorld, Hash128 sceneGUID, ConversionFlags conversionFlags) { m_DstWorld = DstWorld; m_SceneGUID = sceneGUID; m_ConversionFlags = conversionFlags; m_DstManager = DstWorld.EntityManager; m_Entities = new Entity[128]; m_Next = new int[128]; m_EntitiesCount = 0; }
public void PrepareIncrementalConversion(IEnumerable <GameObject> gameObjects, ConversionFlags flags) { if (!IsLiveLink) { throw new ArgumentException("Incremental conversion can only be used when the conversion world was specifically created for it"); } if (m_Settings.ConversionFlags != flags) { throw new ArgumentException("Conversion flags don't match"); } if (!EntityManager.UniversalQuery.IsEmptyIgnoreFilter) { throw new ArgumentException("Conversion world is expected to be empty"); } m_DstLinkedEntityGroups.Clear(); HashSet <GameObject> dependencies; using (new ProfilerMarker("CalculateDependencies").Auto()) { dependencies = CalculateDependencies(gameObjects); if (dependencies == null) { throw new ArgumentException("Missing dependencies"); } } using (new ProfilerMarker($"ClearIncrementalConversion ({dependencies.Count} GameObjects)").Auto()) { foreach (var go in dependencies) { ClearIncrementalConversion(go); } } using (new ProfilerMarker($"CreateGameObjectEntities ({dependencies.Count} GameObjects)").Auto()) { foreach (var go in dependencies) { CreateGameObjectEntity(EntityManager, go, this); } } //Debug.Log($"Incremental processing {EntityManager.UniversalQuery.CalculateEntityCount()}"); }
public GameObjectConversionSettings(World destinationWorld, Hash128 sceneGUID, ConversionFlags conversionFlags) { DestinationWorld = destinationWorld; SceneGUID = sceneGUID; ConversionFlags = conversionFlags; }
// ** CONFIGURATION ** public GameObjectConversionSettings(World destinationWorld, ConversionFlags conversionFlags) { DestinationWorld = destinationWorld; ConversionFlags = conversionFlags; }