// The MonoBehaviour data is converted to ComponentData on the entity. // We are specifically transforming from a good editor representation of the data (Represented in degrees) // To a good runtime representation (Represented in radians) public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { var data = new RotationSpeed_IJobChunk { RadiansPerSecond = math.radians(DegreesPerSecond) }; dstManager.AddComponentData(entity, data); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { //将Inspector上的配置的数据实例化一个数据组件然后添加在Entity实体上 var data = new RotationSpeed_IJobChunk { RadiansPerSecond = math.radians(DegreesPerSecond) }; dstManager.AddComponentData(entity, data); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { var rotationSpeedSetting = conversionSystem.GetBuildConfigurationComponent <RotationSpeedSetting>(); // Change rotation speed var data = new RotationSpeed_IJobChunk { RadiansPerSecond = math.radians(rotationSpeedSetting.RotationSpeed) }; dstManager.AddComponentData(entity, data); // Offset the translation of the generated object var translation = dstManager.GetComponentData <Translation>(entity); translation.Value.y += rotationSpeedSetting.Offset; dstManager.SetComponentData(entity, translation); }