public void Initialize(Entity _playerEntity)
        {
            m_playerEntity = _playerEntity;
            m_manager      = World.Active.EntityManager;
            m_enemySys     = World.Active.GetOrCreateSystem <EnemyComponentSystem>();

            m_isInitialized = true;
        }
Exemplo n.º 2
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        //------------------------------------------
        // 初期化周り
        //------------------------------------------
        #region ===== INITIALIZE =====

        protected override void OnCreate()
        {
            m_entityManager = World.Active.EntityManager;

            m_enemySys = World.Active.GetOrCreateSystem <EnemyComponentSystem>();
        }
Exemplo n.º 3
0
        void CreateEnemy(EnemyScriptableObject _data, World _currentWorld, int index)
        {
            EntityManager manager = _currentWorld.EntityManager;

            Entity model = manager.Instantiate(GameObjectConversionUtility.ConvertGameObjectHierarchy(_data.ObjectModel, _currentWorld));

            #if UNITY_EDITOR
            manager.SetName(model, $"Enemy_{index:D4}");
            #endif

            // Entity 管理に登録
            EnemyComponentSystem enemySys = _currentWorld.GetOrCreateSystem <EnemyComponentSystem>();
            int enemyId = enemySys.GetInstanceId();
            enemySys.AddEnemyEntity(enemyId, model);

            // Enemy の基本データ
            EnemyData enemyData = new EnemyData()
            {
                Id    = enemyId,
                HP    = _data.HP,
                Score = _data.Score
            };
            manager.AddComponentData(model, enemyData);
            Translation initPos = new Translation();
            initPos.Value = new float3(_data.DefaultPosition);
            manager.SetComponentData <Translation>(model, initPos);


            Translation t = new Translation();
            t.Value = new float3(0f, 0f, 0.0f);

            var moveData = new ObjectMoveData()
            {
                Speed     = 0.0f,
                Direction = t,
            };
            manager.AddComponentData(model, moveData);



            var    bulletFactorySys = _currentWorld.GetOrCreateSystem <BulletFactorySystem>();
            Camera cam           = Camera.main;
            float  frustumHeight = cam.transform.position.y * Mathf.Tan(cam.fieldOfView * 0.5f * Mathf.Deg2Rad);
            float  frustumWidth  = frustumHeight / Screen.height * Screen.width;

            float maxSize = math.max(frustumHeight * 2.0f, frustumWidth * 2.0f);

            for (int i = 0; i < _data.Nway; i++)
            {
                var factoryEntity     = manager.CreateEntity();
                var bulletFactoryData = new BulletFactoryData()
                {
                    ParentEntity   = model,
                    PositionOffset = float3.zero,
                    RotationOffset = float3.zero,

                    SpawnCycle = _data.SpawnCycle,
                    SpawnTimer = _data.SpawnCycle,

                    /* バレットパラメーター */
                    Speed         = _data.BuleltSpeed,
                    MoveDirection = Utils.CalcDirection(i, _data.Nway - 1, new float3(0f, 0f, -1f), _data.Angle),
                    Damage        = 1,
                    BulletType    = 1,
                };

                if (bulletFactorySys != null)
                {
                    int count = BulletFactorySystem.CalcPreloadObjectCount(maxSize, bulletFactoryData.Speed, 1.0f, bulletFactoryData.SpawnCycle);
                    bulletFactoryData.BulletListHandler = bulletFactorySys.CreateBulletObject(count, _data.BulletModel);

                    manager.AddComponentData(factoryEntity, bulletFactoryData);

                    // Enemy 管理システムにも登録
                    enemySys?.AddBulletFactoryRelation(enemyData.Id, factoryEntity);
                }
            }
        }