protected override void OnCreate() { base.OnCreate(); Enabled = false; Addressables.LoadAssetAsync <BattleMapSettings>("Battle Map Settings") .Completed += handle => { if (handle.Status == AsyncOperationStatus.Succeeded) { _battleMapSettings = handle.Result; _conversionFactor = 1 / _battleMapSettings.CellSize; _cellWidth = (uint)(_battleMapSettings.MapSize.x / _battleMapSettings.CellSize); var numBuckets = _battleMapSettings.MapSize.x * _battleMapSettings.MapSize.y; _buckets = new NativeMultiHashMap <uint, Entity>(numBuckets, Allocator.Persistent); World.GetOrCreateSystem <UnitMovementSystem>().SetBucketsBuffer(_buckets); Enabled = true; } else { Debug.LogError("Failed to load battle map settings"); } }; }
protected override void OnCreate() { base.OnCreate(); Enabled = false; Addressables.LoadAssetAsync <BattleMapSettings>("Battle Map Settings") .Completed += handle => { if (handle.Status == AsyncOperationStatus.Succeeded) { _battleMapSettings = handle.Result; //DebugShowBuckets(); Enabled = true; } else { Debug.LogError("Failed to load battle map settings"); } }; }