コード例 #1
0
        void LeoECS()
        {
            _world = new EcsWorld();
            JobMoveSystem.MinSpeed         = param.minSpeed;
            JobMoveSystem.MaxSpeed         = param.maxSpeed;
            JobMoveSystem.BoidScale        = boidScale;
            JobMoveSystem.WallScale        = param.wallScale * 0.5f;
            JobMoveSystem.WallDistance     = param.wallDistance;
            JobMoveSystem.WallWeight       = param.wallWeight;
            JobMoveSystem.NeighborFov      = math.cos(math.radians(param.neighborFov));
            JobMoveSystem.NeighborDistance = param.neighborDistance;
            JobMoveSystem.SeparationWeight = param.separationWeight;
            JobMoveSystem.AlignmentWeight  = param.alignmentWeight;
            JobMoveSystem.CohesionWeight   = param.cohesionWeight;
            JobMoveSystem.EntitiesCount    = boidCount;
            JobMoveSystem.NumBoidsPerJob   = boidCount / System.Environment.ProcessorCount;

            if (BoidsVisualisationSystem._nativeMatrices.IsCreated)
            {
                BoidsVisualisationSystem._nativeMatrices.Dispose();
            }
            BoidsVisualisationSystem._nativeMatrices = new NativeArray <Matrix4x4> (boidCount, Allocator.Persistent);
            BoidsVisualisationSystem._matrices       = new Matrix4x4[boidCount];

            var timeSystem = new TimeSystem();

            _systems = new EcsSystems(_world);
            _systems
            .Add(timeSystem)
            .Add(new BoidsSimulationSystem())
            .Add(new JobMoveSystem())
            .Add(new BoidsVisualisationSystem()
            {
                mesh = mesh, material = material, scale = boidScale
            })
            .Inject(timeSystem)
            .Initialize();
            var random = new Unity.Mathematics.Random(853);

            BoidEntityData.Create(boidCount);

            for (int i = 0; i < boidCount; ++i)
            {
                var initSpeed = param.initSpeed;
                //init them with these default values
                var boid = _world.CreateEntityWith <BoidEntityData> ();
                boid.id           = i;
                boid.Position     = random.NextFloat3(1f);
                boid.Velocity     = random.NextFloat3Direction() * initSpeed;;
                boid.Acceleration = float3.zero;
            }
            _world.ProcessDelayedUpdates();
        }
コード例 #2
0
        void OnDestroy()
        {
            if (_systems != null)
            {
                // destroy systems logical group.
                _systems.Dispose();
                _systems = null;
                // destroy world.
                _world.Dispose();
                _world = null;

                BoidEntityData.Dispose();
                BoidsVisualisationSystem._nativeMatrices.Dispose();
            }
        }