public override void PostConvert() { if (Spawner == null) { return; } if (WorldEntityManager.HasComponent(Spawner.ActorEntity, typeof(NetworkSyncSend))) { WorldEntityManager.AddComponentData(ActorEntity, new NetworkSyncSend()); } foreach (var p in PerksToApply) { p.Apply(Spawner); } }
public override void PostConvert() { WorldEntityManager.AddComponentData(ActorEntity, new GameStateData()); }