public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { var sectionEntity = conversionSystem.GetSceneSectionEntity(entity); //Second call to GetSceneSectionEntity should return same entity, else bail out making the test fail if (conversionSystem.GetSceneSectionEntity(entity) != sectionEntity) { return; } int sectionIndex = dstManager.GetSharedComponentData <SceneSection>(entity).Section; dstManager.AddComponentData(sectionEntity, new TestMetadata { SectionIndex = sectionIndex, Value = Value }); dstManager.AddComponentData(sectionEntity, new TestMetadataWithEntity()); dstManager.AddComponentData(sectionEntity, new TestMetadataWithBlobAsset()); dstManager.AddSharedComponentData(sectionEntity, new EcsTestSharedComp()); dstManager.AddBuffer <EcsIntElement>(sectionEntity); dstManager.AddComponentData(sectionEntity, new EcsState1()); dstManager.AddComponent <TestMetadataTag>(sectionEntity); #if !UNITY_DISABLE_MANAGED_COMPONENTS dstManager.AddComponentData(sectionEntity, new EcsTestManagedComponent()); #endif }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { //Rather than adding runtime ToLoadSceneTag component to this entity, //find the corresponding subscene entity and add the component to that instead Entity sceneEntity = conversionSystem.GetSceneSectionEntity(entity); dstManager.AddComponentData(sceneEntity, new ToLoadSceneTag()); }