private void SerializeWorldPosition(EntityManager EntityManager, Entity entity, uint mask, IOutBitStream protocolOutStream) { // Write component changes to output stream var componentData = EntityManager.GetComponentData <Translation>(entity); unityWriters.Write(componentData, mask, protocolOutStream); // Reset accumulated priority so the same component is not sent again next frame var syncData = EntityManager.GetComponentData <WorldPosition_Sync>(entity); syncData.accumulatedPriority = 0; syncData.lastSentData = componentData; syncData.hasBeenSerialized = true; syncData.resendMask &= ~mask; // Clear serialized fields from resend mask EntityManager.SetComponentData(entity, syncData); }
private void SerializeWorldPosition(EntityManager EntityManager, Entity entity, uint mask, IOutBitStream protocolOutStream) { // Write component changes to output stream var componentData = EntityManager.GetComponentData<Translation>(entity); unityWriters.Write(componentData, mask, protocolOutStream); }