protected override void OnCreate() { base.OnCreate(); m_EntityCommandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); m_ArmDataQuery = GetEntityQuery(typeof(ThrowingArmsSharedDataComponent)); m_tinCanDataQuery = GetEntityQuery(typeof(TinCanSharedDataComponent)); }
/// <summary> /// Need to call base.OnCreate() at start of the function. /// </summary> protected override void OnCreate() { beginInitializationBuffer = World.GetExistingSystem <BeginInitializationEntityCommandBufferSystem>(); beginSimulationBuffer = World.GetExistingSystem <BeginSimulationEntityCommandBufferSystem>(); endSimulationBuffer = World.GetExistingSystem <EndSimulationEntityCommandBufferSystem>(); beginPresentationBuffer = World.GetExistingSystem <BeginPresentationEntityCommandBufferSystem>(); }
protected override void OnCreateManager() { m_BeginEntityCommandBufferSystem = World.GetOrCreateManager <BeginInitializationEntityCommandBufferSystem>(); m_EndEntityCommandBufferSystem = World.GetOrCreateManager <EndInitializationEntityCommandBufferSystem>(); m_systemsToUpdate.Add(m_BeginEntityCommandBufferSystem); m_systemsToUpdate.Add(m_EndEntityCommandBufferSystem); }
protected override void OnCreate() { RequireSingletonForUpdate <GridConfig>(); // Cache the BeginInitializationEntityCommandBufferSystem in a field, so we don't have to create it every frame m_EntityCommandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); }
public void SetUp() { world = new World($"Test_DisconnectSystem_{testCount++}"); bufferSystem = world.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); world.GetOrCreateSystem <EventComponentSystem>(); destroyWorldSystem = world.GetOrCreateSystem <MyDestroyWorldSystem>(); }
protected override void OnCreate() { _clickedQuery = GetEntityQuery(ComponentType.ReadOnly <ClickedComponent>()); _positionsQuery = GetEntityQuery(ComponentType.ReadOnly <PositionComponent>()); _commandBuffer = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); RequireForUpdate(_clickedQuery); }
protected override void OnCreate() { commandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); effectSystem = World.GetOrCreateSystem <EffectRequestSystem>(); // get entities that define players players = GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { ComponentType.ReadOnly <Translation>(), ComponentType.ReadOnly <Rotation>(), ComponentType.ReadOnly <PlayerShoot>() } }); waterBullets = GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(Translation), typeof(Scale), ComponentType.ReadOnly <WaterShootIndex>(), typeof(PhysicsCollider), typeof(BulletDamage) } }); ScheduleWeapon none = (PlayerShootJobData jobData, JobHandle deps) => deps; weaponSchedulers.Add(PlayerStats.WeaponTypes.Basic, ScheduleBasicWeapon); weaponSchedulers.Add(PlayerStats.WeaponTypes.Water, ScheduleWaterWeapon); weaponSchedulers.Add(PlayerStats.WeaponTypes.Basic | PlayerStats.WeaponTypes.Water, ScheduleBoostBasicWaterWeapon); }
protected override void OnCreate() { commandBuffer = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); var seed = new System.Random(); Random = new Unity.Mathematics.Random((uint)seed.Next()); }
protected override void OnCreate() { m_beginBarrier = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); m_endBarrier = World.GetOrCreateSystem <EndInitializationEntityCommandBufferSystem>(); foreach (var system in World.Active.Systems) { int depth = 0; var type = system.GetType(); if (SystemUtils.IsInSystem(system.GetType(), typeof(PresentationSystemGroup), ref depth)) { if (depth > 1) { var groups = type.GetCustomAttributes(typeof(UpdateInGroupAttribute), true); var group = groups[0] as UpdateInGroupAttribute; var groupSys = World.GetOrCreateSystem(group.GroupType) as ComponentSystemGroup; groupSys.AddSystemToUpdateList(World.GetOrCreateSystem(type)); AddSystemToUpdateList(groupSys); } else { AddSystemToUpdateList(World.GetOrCreateSystem(system.GetType())); } } } SortSystemUpdateList(); }
protected override void OnCreate() { // Cache the BeginInitializationEntityCommandBufferSystem in a field, so we don't have to create it every frame m_EntityCommandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); m_GridQuery = GetEntityQuery(ComponentType.ReadOnly <CartesianGridOnCube>()); RequireForUpdate(m_GridQuery); }
protected override void OnCreate() { alphaQuery = GetEntityQuery(typeof(Pawn), typeof(Alpha)); betaQuery = GetEntityQuery(typeof(Pawn), typeof(Beta)); entityCommandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); }
protected override void OnCreate() { commandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); // shooters will have all entities with Timealive, Translation, // Rotation, and AutoShoot // Translation, Rotation, and AutoShoot will have read only access shooters = GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(TimePassed), ComponentType.ReadOnly <Translation>(), ComponentType.ReadOnly <Rotation>(), ComponentType.ReadOnly <AutoShootBuffer>() } }); players = GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(Player), ComponentType.ReadOnly <Translation>() } }); // only update if there's a shooter RequireForUpdate(shooters); }
void Start() { _entityManager = World.DefaultGameObjectInjectionWorld.EntityManager; _inputEntity = _entityManager.CreateEntity(typeof(InputComponent)); _query = _entityManager.CreateEntityQuery(typeof(InputComponent)); _beginInitializationEntityCommandBufferSystem = World.DefaultGameObjectInjectionWorld.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); }
protected override void OnCreate() { //Нужно только лишь для commandBuffer в OnUpdate bufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); //Эти штуки нужны для Schedule в OnUpdate buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>(); stepPhysicsWorld = World.GetOrCreateSystem <StepPhysicsWorld>(); }
protected override void OnCreate() { beginInitEcbSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); // We explicitly create this query to force the system to only start running if there are player entities. // Otherwise, the system will always update once before the implicit Query from the IJobForEach is generated, // which causes the Shell prefab lookup to fail in Scenes where the prefab doesn't exist. this.GetEntityQueryForIJobForEach(typeof(SpawnShellsJob)); }
protected override void OnCreate() { base.OnCreate(); _buildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>(); _stepPhysicsWorldSystem = World.GetOrCreateSystem <StepPhysicsWorld>(); _commandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); }
protected override void OnCreate() { // Enable this system only for HelloCube_08 scene. Enabled = SceneManager.GetActiveScene().name.StartsWith("HelloCube_08"); // Cache the BeginInitializationEntityCommandBufferSystem in a field, so we don't have to create it every frame m_EntityCommandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); }
protected override void OnCreate() { base.OnCreate(); forDispose = new List <NativeHashMap <char, Entity> >(4); ecbs = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); RequireForUpdate(noLookupFontAssetQuery); }
protected override void OnCreate() { bufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); spawningTeamBees = GameObject.FindObjectOfType <MouseInputManager>().spawningTeamBees; team1 = GameObjectConversionUtility.ConvertGameObjectHierarchy(spawningTeamBees[0], World.Active); team2 = GameObjectConversionUtility.ConvertGameObjectHierarchy(spawningTeamBees[1], World.Active); }
protected override void OnCreate() { // Set the delay of the explosion explosion.delay = 3f; explosion.countdown = explosion.delay; // Initialize the EntityCommandBuffer BufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); }
public void SetUp() { world = new World($"Test_ListenSystem_{testCount++}"); system = world.CreateSystem <MyListenSystem>(); proxy = new MyNetworkStreamProxy(); system.NetworkStreamProxy = proxy; bufferSystem = world.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); world.GetOrCreateSystem <EventComponentSystem>(); }
static public void PlayAgain() { Reset(); BeginInitializationEntityCommandBufferSystem bufferSystem = World.DefaultGameObjectInjectionWorld.GetExistingSystem <BeginInitializationEntityCommandBufferSystem>(); EntityCommandBuffer buffer = bufferSystem.CreateCommandBuffer(); buffer.CreateEntity(RestartArchetype); Instance.StartCoroutine(Instance.RestartGame()); }
protected override void OnCreate() { m_weaponCleanupQuery = GetEntityQuery( typeof(Weapon), typeof(WeaponFired) ); m_weaponCleanupEntityCommandBuffer = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); }
protected override void OnCreate() { _entityCommandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); _buildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>(); _query = GetEntityQuery(new EntityQueryDesc() { All = new ComponentType[] { ComponentType.ReadOnly <Translation>(), ComponentType.ReadOnly <Rotation>(), typeof(PhysicsVelocity), ComponentType.ReadOnly <PhysicsMass>(), typeof(FighterComponent), }, }); _targetableQuery = GetEntityQuery(new EntityQueryDesc() { All = new ComponentType[] { ComponentType.ReadOnly <FighterTargetable>(), }, }); #if SEARCHING cast_collider_ = SphereCollider.Create(new float3(0, 0, 0) /* center */, 1f /* radius */, new CollisionFilter { BelongsTo = ~0u, CollidesWith = ~0u, }, null /* material */); // create approximate hexagonal directions. // 2 // 6 4 // 0 // 5 3 // 1 local_search_rotations_ = new NativeArray <quaternion>(FighterConfig.SEARCH_NUM, Allocator.Persistent); local_search_rotations_[0] = quaternion.Euler(0, 0, 0); local_search_rotations_[1] = quaternion.Euler(math.radians(10f), 0, 0); local_search_rotations_[2] = quaternion.Euler(math.radians(-10f), 0, 0); local_search_rotations_[3] = quaternion.Euler(math.radians(5f), math.radians(5f * 1.7320508f), 0); local_search_rotations_[4] = quaternion.Euler(math.radians(-5f), math.radians(5f * 1.7320508f), 0); local_search_rotations_[5] = quaternion.Euler(math.radians(5f), math.radians(-5f * 1.7320508f), 0); local_search_rotations_[6] = quaternion.Euler(math.radians(-5f), math.radians(-5f * 1.7320508f), 0); #endif _lastPrimaryFighterPos = new NativeArray <float3>(1, Allocator.Persistent); _lastPrimaryTargetPos = new NativeArray <float3>(1, Allocator.Persistent); #if RECORDING controller_buffer_ = new NativeList <ControllerUnit>(ControllerBuffer.MAX_FRAMES, Allocator.Persistent); controller_device_ = new ControllerDevice(controller_buffer_); controller_device_.start(Time.GetCurrent()); #else _controllerBuffer = ControllerBuffer.Load <ControllerUnit>("controller.bin"); #endif }
protected override void OnCreate() { commandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); enemies = GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { ComponentType.ReadOnly <Enemy>() } }); }
protected override void OnCreate() { m_EntityCommandBuffer = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); m_Group = GetEntityQuery(ComponentType.ReadOnly <GameplayEffectDurationComponent>()); // Create test entities // var archetype = EntityManager.CreateArchetype( // typeof(GameplayEffectDurationComponent), // typeof(GameplayEffectAttributeEntityComponent) // ); }
protected override void OnCreate() { m_EntityCommandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); var query = new EntityQueryDesc { All = new ComponentType[] { ComponentType.ReadOnly <Data>(), ComponentType.ReadOnly <NewDataTag>() } }; m_Spawner = GetEntityQuery(query); }
protected override void OnCreate() { base.OnCreate(); m_entityCommandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); m_transformQuery = GetEntityQuery( new EntityQueryDesc { All = new ComponentType[] { typeof(LocalToWorld) }, Options = EntityQueryOptions.IncludeDisabled }); }
protected override void OnCreate() { commandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); nodeQuery = GetEntityQuery(typeof(TreeId), typeof(AINodeStatus)); moveForwardQuery = GetEntityQuery(typeof(AINodeStatus), typeof(AINodeMoveForward), typeof(Translation), typeof(Rotation)); turnQuery = GetEntityQuery(typeof(AINodeStatus), typeof(AINodeTurn), typeof(Rotation)); chaseQuery = GetEntityQuery(typeof(AINodeStatus), typeof(AINodeChase), typeof(Rotation), typeof(Translation)); destroyGameObjectQuery = GetEntityQuery(typeof(AIRoot), typeof(AINodeStatus), typeof(AINodeDestroyGameObject)); targetPositionQuery = GetEntityQuery(typeof(Address), typeof(Translation)); }
protected override void OnCreate() { base.OnCreate(); m_entityCommandBufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>(); m_allActivatableQuery = GetEntityQuery( new EntityQueryDesc { All = new ComponentType[] { ComponentType.ReadOnly <Active>() }, Options = EntityQueryOptions.IncludeDisabled }); }