Пример #1
0
    public void AddBoxDynamicCollider(BoxDynamicColliderStats _boxDynamicColliderStats, GameObject _boxDynamicColliderprefab, EntityManager _entityManager)
    {
        Entity _boxCollider = GameObjectConversionUtility.ConvertGameObjectHierarchy(_boxDynamicColliderprefab, new GameObjectConversionSettings()
        {
            DestinationWorld = World.DefaultGameObjectInjectionWorld
        });


        BlobAssetReference <Collider> sourceCollider = _entityManager.GetComponentData <PhysicsCollider>(_boxCollider).Value;

        _entityManager.AddComponentData(_boxDynamicColliderStats._entity, new Translation {
            Value = _boxDynamicColliderStats._position
        });
        _entityManager.AddComponentData(_boxDynamicColliderStats._entity, new Rotation {
            Value = _boxDynamicColliderStats._orientation
        });
        _entityManager.AddComponentData(_boxDynamicColliderStats._entity, new PhysicsCollider {
            Value = sourceCollider
        });
        _entityManager.AddComponentData(_boxDynamicColliderStats._entity, new PhysicsDamping()
        {
            Linear = _boxDynamicColliderStats.linearDamping, Angular = _boxDynamicColliderStats.angularDamping
        });
        _entityManager.AddComponentData(_boxDynamicColliderStats._entity, new PhysicsVelocity()
        {
            Linear = _boxDynamicColliderStats.linearVelocity, Angular = _boxDynamicColliderStats.angularVelocity
        });
        _entityManager.SetComponentData(_boxDynamicColliderStats._entity, new PhysicsMass()
        {
            Transform = _boxDynamicColliderStats.massTransform, InverseMass = _boxDynamicColliderStats.inverseMass, InverseInertia = _boxDynamicColliderStats.inverseInertiaMass, AngularExpansionFactor = _boxDynamicColliderStats.angularExpansionFactorMass
        });
    }
Пример #2
0
    public void AddBoxCollider(BoxDynamicColliderStats _boxColliderStats, GameObject _boxColliderprefab, EntityManager _entityManager)
    {
        Entity _boxCollider = GameObjectConversionUtility.ConvertGameObjectHierarchy(_boxColliderprefab, new GameObjectConversionSettings()
        {
            DestinationWorld = World.DefaultGameObjectInjectionWorld
        });


        BlobAssetReference <Collider> sourceCollider = _entityManager.GetComponentData <PhysicsCollider>(_boxCollider).Value;

        _entityManager.AddComponentData(_boxColliderStats._entity, new Translation {
            Value = _boxColliderStats._position
        });
        _entityManager.AddComponentData(_boxColliderStats._entity, new Rotation {
            Value = _boxColliderStats._orientation
        });
        _entityManager.AddComponentData(_boxColliderStats._entity, new PhysicsCollider {
            Value = sourceCollider
        });
    }