protected override void OnCreateManager() { _cannonballQuery = GetEntityQuery(new ComponentType[] { ComponentType.ReadWrite <Translation>(), ComponentType.ReadWrite <ArcState>(), ComponentType.ReadWrite <Scale>(), }); _terrain = World.GetOrCreateSystem <TerrainSystem>(); _barrier = World.GetOrCreateSystem <BeginSimulationEntityCommandBufferSystem>(); _playerPosCache = World.GetOrCreateSystem <PlayerPositionCacheSystem>(); }
protected override void OnCreateManager() { _cannonballSystem = World.GetOrCreateSystem <CannonballSystem>(); _tankFireSystem = World.GetOrCreateSystem <TankFireSystem>(); _playerPosCache = World.GetOrCreateSystem <PlayerPositionCacheSystem>(); uint seederSeed = math.max(1, (uint)System.DateTime.Now.Ticks); Random rngSeeder = new Random(seederSeed); _threadRngs = new NativeArray <Random>(JobsUtility.MaxJobThreadCount, Allocator.Persistent); for (int i = 0; i < _threadRngs.Length; ++i) { var rng = _threadRngs[i]; rng.InitState(rngSeeder.NextUInt()); _threadRngs[i] = rng; } }
protected override void OnCreateManager() { _terrain = World.GetOrCreateSystem <TerrainSystem>(); _playerPosCache = World.GetOrCreateSystem <PlayerPositionCacheSystem>(); _barrier = World.GetOrCreateSystem <BeginSimulationEntityCommandBufferSystem>(); }
protected override void OnCreateManager() { _playerPosCache = World.GetOrCreateSystem <PlayerPositionCacheSystem>(); }
// Start is called before the first frame update void Start() { _playerPosCache = World.Active.GetOrCreateSystem <PlayerPositionCacheSystem>(); }