public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { conversionSystem.DeclareDependency(gameObject, Dependency); dstManager.AddComponentData(entity, new Component { Value = FindValue(this) }); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { conversionSystem.DeclareAssetDependency(gameObject, Asset); conversionSystem.DeclareAssetDependency(gameObject, Texture); conversionSystem.DeclareAssetDependency(gameObject, Material); conversionSystem.DeclareDependency(gameObject, GameObject); dstManager.AddComponentData(entity, new ConversionDependencyData { MaterialColor = Material != null ? Material.color : default,
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddComponentData(entity, new MeshComponent { Mesh = MeshFilter.sharedMesh }); // Note the lack of a null check conversionSystem.DeclareDependency(gameObject, MeshFilter); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddComponentData(entity, new NameComponent { Name = Other.name }); // Note the lack of a null check conversionSystem.DeclareDependency(gameObject, Other); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddComponentData(entity, new EntityReference { Entity = conversionSystem.GetPrimaryEntity(Other) }); // This line is required right now, unfortunately. // Note the lack of a null-check. conversionSystem.DeclareDependency(gameObject, Other); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { if (Other != null) { var meshFilter = Other.GetComponent <MeshFilter>(); dstManager.AddComponentData(entity, new MeshComponent { Mesh = meshFilter.sharedMesh }); // In this case, we need a null-check: meshFilter can only be // accessed when Other is not null. // It would be simpler to expose a reference to a Meshfilter on this // MonoBehaviour. conversionSystem.DeclareDependency(gameObject, meshFilter); } // Note the lack of a null-check conversionSystem.DeclareDependency(gameObject, Other); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddComponentData(entity, new Offset { Value = transform.position }); // We need to explicitly declare a dependency on the transform data, // even when it is on the same object. conversionSystem.DeclareDependency(gameObject, transform); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { if (Dependency == null) { return; } if (!SkipDependency) { conversionSystem.DeclareDependency(gameObject, Dependency); } dstManager.AddComponentData(entity, new Component { LocalToWorld = Dependency.localToWorldMatrix }); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { conversionSystem.DeclareDependency(gameObject, Other); if (Other == null || Other.scene != gameObject.scene) { dstManager.AddComponentData(entity, new Component { Value = -1 }); } else { Versions.TryGetValue(Other, out var version); dstManager.AddComponentData(entity, new Component { Value = version }); } }