Exemplo n.º 1
0
 protected override void OnCreate()
 {
     _endSimulationEntityCommandBufferSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();
     _graphSystem = World.GetOrCreateSystem <ProcessDefaultAnimationGraph>();
     _graphSystem.AddRef();
     _graphSystem.Set.RendererModel = NodeSet.RenderExecutionModel.Islands;
 }
    protected override void OnCreate()
    {
        //will probably create the system since we are updating before DefaultAnimationSystemGroup and ProcessDefaultAnimationGraph update in group.
        _animationGraphSystem = World.GetOrCreateSystem <ProcessDefaultAnimationGraph>();
        // Increase the reference count on the graph system so it knows
        // that we want to use it
        _animationGraphSystem.AddRef();

        _ecbSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();

        //Connected components in the graph will be executed in one job.
        _animationGraphSystem.Set.RendererModel = NodeSet.RenderExecutionModel.Islands;
    }
Exemplo n.º 3
0
    protected override void OnCreate()
    {
        base.OnCreate();
        m_GraphSystem = World.GetOrCreateSystem <ProcessDefaultAnimationGraph>();
        // Increase the reference count on the graph system so it knows
        // that we want to use it.
        m_GraphSystem.AddRef();
        m_ECBSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();

        m_AnimationDataQuery = GetEntityQuery(new EntityQueryDesc()
        {
            None = new ComponentType[] { typeof(RotatingCube_PlayClipComponent) },
            All  = new ComponentType[] { typeof(RotatingCube_PlayClipStateComponent) }
        });

        m_GraphSystem.Set.RendererModel = NodeSet.RenderExecutionModel.Islands;
    }
Exemplo n.º 4
0
    protected override void OnCreate()
    {
        base.OnCreate();
        _graphSystem = World.GetOrCreateSystem <ProcessDefaultAnimationGraph>();
        _graphSystem.AddRef();
        _ecBSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();


        //Used for destroying the graph and see if any entity has graph is so destroy.
        _animationDataQuery = GetEntityQuery(new EntityQueryDesc
        {
            All = new ComponentType[]
            {
                typeof(PlayerDeath_PlayStateRuntime)
            },
            None = new ComponentType[]
            {
                typeof(PlayerDeath_PlayClipRuntime)
            }
        });

        _graphSystem.Set.RendererModel = NodeSet.RenderExecutionModel.Islands;
    }