protected override void OnStartRunning()
 {
     _physicsWorld = World.GetExistingSystem <BuildPhysicsWorld>()
                     .PhysicsWorld;
     _ecbSystem =
         World.GetExistingSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
 }
Пример #2
0
 protected override void OnCreate()
 {
     base.OnCreate();
     // Find the ECB system once and store it for later usage
     _commandBufferSystem = World
                            .GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
 }
Пример #3
0
    protected override void OnCreate()
    {
        // TODO TEMP, use a more robust way to get a reference to a VFX
        _arrowMoveVFX   = GameObject.Find("Arrow Move VFX").GetComponent <VisualEffect>();
        _arrowImpactVFX = GameObject.Find("Arrow Impact VFX").GetComponent <VisualEffect>();
        if (!_arrowMoveVFX || !_arrowImpactVFX)
        {
            Enabled = false;
            return;
        }
        _positionMapID          = Shader.PropertyToID("PositionMap");
        _arrowMovePositionMap   = (Texture2D)_arrowMoveVFX.GetTexture(_positionMapID);
        _arrowImpactPositionMap = (Texture2D)_arrowMoveVFX.GetTexture(_positionMapID);

        _positionCountID = Shader.PropertyToID("PositionCount");
        _arrowMoveEvent  = Shader.PropertyToID("ArrowMoveEvent");


        _projectilesLayer           = 1u << 3;
        _projectilesCollisionFilter = new CollisionFilter
        {
            BelongsTo    = _projectilesLayer,
            CollidesWith = ~0u,
            GroupIndex   = 0
        };


        _endSimulationEcbSystem = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
    }
Пример #4
0
    protected override void OnCreate()
    {
        base.OnCreate();

        m_EntityCommandBufferSystem = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();

        _query = GetEntityQuery(typeof(HashRegion));
    }
Пример #5
0
        protected override void OnCreate()
        {
            base.OnCreate();

            BuildPhysicsWorldSystem         = World.GetOrCreateSystem <BuildPhysicsWorld>();
            StepPhysicsWorldSystem          = World.GetOrCreateSystem <StepPhysicsWorld>();
            EndFixedStepSimulationEcbSystem = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
        }
Пример #6
0
        protected override void OnCreate()
        {
            RequireSingletonForUpdate <SelectionColliderTag>();

            _stepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
            _buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
            _endFixedECBSystem = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
        }
Пример #7
0
 protected override void OnCreate()
 {
     m_CommandBufferSystem = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
     RequireForUpdate(GetEntityQuery(new EntityQueryDesc
     {
         All = new ComponentType[] { typeof(ChangeFilterCountdown) }
     }));
 }
Пример #8
0
 protected override void OnStartRunning()
 {
     _physicsSystem = World.GetExistingSystem <BuildPhysicsWorld>();
     _physicsWorld  = _physicsSystem.PhysicsWorld;
     _ecbSystem     =
         World.GetExistingSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
     _selectionList      = new NativeList <Entity>(Allocator.Persistent);
     _selectionJobHandle = default;
 }
    protected override void OnCreate()
    {
        //We set our variables
        m_CommandBufferSystem  = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
        m_DisconnectedNCEQuery = GetEntityQuery(ComponentType.ReadWrite <NetworkStreamDisconnected>());

        //We only need to run this if there are disconnected NCEs
        RequireForUpdate(m_DisconnectedNCEQuery);
    }
    protected override void OnCreate()
    {
        //We grab the EndFixedStepSimECB for our OnUpdate
        m_EndFixedStepSimECB = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();

        //We want to make sure we don't update until we have our GameSettingsComponent
        //because we need the data from this component to know where the perimeter of our cube is
        RequireSingletonForUpdate <GameSettingsComponent>();
    }
Пример #11
0
    protected override void OnCreate()
    {
        base.OnCreate();
        m_EntityCommandBufferSystem                  = World.GetOrCreateSystem <BeginSimulationEntityCommandBufferSystem>();
        m_EntityCommandBufferSystemo                 = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
        m_EndFramePhysicsSystem                      = World.GetExistingSystem <EndFramePhysicsSystem>();
        m_endSimulationEntityCommandBufferSystem     = World.GetExistingSystem <EndSimulationEntityCommandBufferSystem>();
        m_beginPresentationEntityCommandBufferSystem = World.GetExistingSystem <BeginPresentationEntityCommandBufferSystem>();

        _query              = GetEntityQuery(typeof(MoveStats));
        _queryInput         = GetEntityQuery(typeof(InputComponent));
        _dalleQuery         = GetEntityQuery(typeof(Selectable), typeof(Player1));
        _dalleSelectedQuery = GetEntityQuery(typeof(Selectable), typeof(Player1), typeof(UnitSelected), typeof(GrisTag));
    }
 protected override void OnCreate()
 {
     m_CommandBufferSystem = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
     m_TriggerSystem       = World.GetOrCreateSystem <TriggerEventConversionSystem>();
     m_NonTriggerMask      = EntityManager.GetEntityQueryMask(
         GetEntityQuery(new EntityQueryDesc
     {
         None = new ComponentType[]
         {
             typeof(StatefulTriggerEvent)
         }
     })
         );
 }
Пример #13
0
        protected override void OnCreate()
        {
            _stepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
            _buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
            _endFixedECBSystem = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();

            var activeSelectionQueryDesc = new EntityQueryDesc
            {
                All  = new[] { ComponentType.ReadOnly <SelectionColliderTag>() },
                None = new[] { ComponentType.ReadOnly <DeleteEntityTag>() }
            };

            _activeSelectionQuery = GetEntityQuery(activeSelectionQueryDesc);

            RequireForUpdate(_activeSelectionQuery);
        }
Пример #14
0
 protected override void OnCreate()
 {
     m_CommandBufferSystem = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
     m_NonTriggerMask      = EntityManager.GetEntityQueryMask(
         GetEntityQuery(new EntityQueryDesc
     {
         None = new ComponentType[]
         {
             typeof(StatefulTriggerEvent)
         }
     })
         );
     RequireForUpdate(GetEntityQuery(new EntityQueryDesc
     {
         All = new ComponentType[]
         {
             typeof(TriggerVolumeChangeMaterial)
         }
     }));
 }
        protected override void OnCreate( )
        {
            eecb = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem> ();

            group_pathPlanners = EntityManager.CreateEntityQuery
                                 (
                ComponentType.ReadOnly <IsAliveTag> (),
                ComponentType.ReadOnly <CanFindPathTag> (),

                ComponentType.ReadWrite <PathPlannerComponent> ()
                                 );

            group_netNodes = EntityManager.CreateEntityQuery
                             (
                ComponentType.ReadOnly <IsAliveTag> (),

                ComponentType.ReadOnly <PathNodeTag> ()
                             );

            nhm_entityIndex = default;

            isSystemInitialized = false;
        }
Пример #16
0
 protected override void OnCreate()
 {
     m_BuildPhysicsWorld         = World.GetExistingSystem <BuildPhysicsWorld>();
     m_EndFramePhysicsSystem     = World.GetExistingSystem <EndFramePhysicsSystem>();
     m_EntityCommandBufferSystem = World.GetExistingSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
 }
 protected override void OnCreate()
 {
     m_BuildPhysicsWorld   = World.GetOrCreateSystem <BuildPhysicsWorld>();
     m_CommandBufferSystem = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
     RequireForUpdate(GetEntityQuery(new ComponentType[] { typeof(ExplosionCountdown) }));
 }
 protected override void OnCreate()
 {
     ecbSystem = World.GetExistingSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
 }