protected override void OnCreate()
 {
     conversionSystem = World.GetExistingSystem <GameObjectConversionSystem>();
     PhysicsColliderFollowEntityQuery = GetEntityQuery(typeof(PhysicsColliderFollowEntityData), typeof(PhysicsCollider));
     mBuildPhysicsWorld = World.GetExistingSystem <BuildPhysicsWorld>();
     mStepPhysicsWorld  = World.GetExistingSystem <StepPhysicsWorld>();
 }
Пример #2
0
    protected override void OnCreate()
    {
        m_StepPhysicsWorld = World.GetOrCreateSystem <StepPhysicsWorld>();

        m_PreparationCallback = (ref ISimulation simulation, ref PhysicsWorld world, JobHandle inDeps) =>
        {
            var job = new SetConveyorBeltFlagJob
            {
                ConveyorBelts = GetComponentDataFromEntity <ConveyorBelt>(true)
            }.Schedule(simulation, ref world, inDeps);
            return(job);
        };

        m_JacobianModificationCallback = (ref ISimulation simulation, ref PhysicsWorld world, JobHandle inDeps) =>
        {
            var job = new SetConveyorBeltSpeedJob
            {
                ConveyorBelts = GetComponentDataFromEntity <ConveyorBelt>(true),
                Bodies        = world.Bodies,
            }.Schedule(simulation, ref world, inDeps);
            return(job);
        };

        RequireForUpdate(GetEntityQuery(new EntityQueryDesc
        {
            All = new ComponentType[] { typeof(ConveyorBelt) }
        }));
    }
 protected override void OnCreate()
 {
     m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>();
     m_StepPhysicsWorldSystem  = World.GetOrCreateSystem <StepPhysicsWorld>();
     m_EndFramePhysicsSystem   = World.GetOrCreateSystem <EndFramePhysicsSystem>();
     m_DebugStreamSystem       = World.GetOrCreateSystem <DebugStream>();
 }
Пример #4
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 protected override void OnCreate()
 {
     base.OnCreate();
     RequireSingletonForUpdate <PlayerTag>();
     _buildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>();
     _stepPhysicsWorldSystem  = World.GetOrCreateSystem <StepPhysicsWorld>();
 }
 protected override void OnCreate()
 {
     oldAtes           = new NativeArray <ACollisionEvent>(oldAtesBase, Allocator.Persistent);
     buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
     stepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
     endSimulationEntityCommandBufferSystem = World.Active.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();
 }
    protected override void OnCreate()
    {
        m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>();
        m_StepPhysicsWorldSystem  = World.GetOrCreateSystem <StepPhysicsWorld>();

        m_endSimEcbSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();
    }
Пример #7
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 protected override void OnCreate()
 {
     m_EndSimulationSystem     = World.Active.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();
     m_BuildPhysicsWorldSystem = World.Active.GetOrCreateSystem <BuildPhysicsWorld>();
     m_StepPhysicsWorld        = World.Active.GetOrCreateSystem <StepPhysicsWorld>();
     m_ExportPhysicsWorld      = World.Active.GetOrCreateSystem <ExportPhysicsWorld>();
 }
 protected override void OnCreate()
 {
     m_physicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
     m_physicsStep  = World.GetOrCreateSystem <StepPhysicsWorld>();
     m_endSimulationEntityCommandBufferSystem = World.DefaultGameObjectInjectionWorld
                                                .GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();
 }
 protected override void OnCreate()
 {
     base.OnCreate();
     buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
     stepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
     bufferSystem      = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();
 }
 protected override void OnCreate()
 {
     base.OnCreate();
     buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
     stepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
     Enabled           = true;
 }
Пример #11
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    protected override void OnCreate()
    {
        m_StepPhysicsWorld = World.GetOrCreateSystem <StepPhysicsWorld>();

        m_PreparationCallback = (ref ISimulation simulation, ref PhysicsWorld world, JobHandle inDeps) =>
        {
            return(new SetContactFlagsJob
            {
                modificationData = GetComponentDataFromEntity <ModifyContactJacobians>(true)
            }.Schedule(simulation, ref world, inDeps));
        };

        m_JacobianModificationCallback = (ref ISimulation simulation, ref PhysicsWorld world, JobHandle inDeps) =>
        {
            return(new ModifyJacobiansJob
            {
                modificationData = GetComponentDataFromEntity <ModifyContactJacobians>(true)
            }.Schedule(simulation, ref world, inDeps));
        };

        RequireForUpdate(GetEntityQuery(new EntityQueryDesc
        {
            All = new ComponentType[] { typeof(ModifyContactJacobians) }
        }));
    }
 protected override void OnCreate()
 {
     es_ecb     = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();
     es_ecb_Job = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>();
     bpw        = World.DefaultGameObjectInjectionWorld.GetExistingSystem <BuildPhysicsWorld>();
     spw        = World.DefaultGameObjectInjectionWorld.GetExistingSystem <StepPhysicsWorld>();
 }
Пример #13
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 /// Gather the needed references in order to schedule the worker thread.
 protected override void OnCreate()
 {
     buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
     stepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
     jobBufferSystem   = World.GetOrCreateSystem <BeginFixedStepSimulationEntityCommandBufferSystem>();
     player            = GetSingletonEntity <PlayerTag>();
 }
Пример #14
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        protected override void OnCreate()
        {
            base.OnCreate();

            _buildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>();
            _stepPhysicsWorldSystem  = World.GetOrCreateSystem <StepPhysicsWorld>();
        }
    protected override void OnCreate()
    {
        m_StepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
        m_BuildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();

        RequireForUpdate(GetEntityQuery(new ComponentType[] { typeof(ModifyNarrowphaseContacts) }));
    }
Пример #16
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 protected override void OnCreate()
 {
     base.OnCreate();
     commandBufferSystem = World.GetOrCreateSystem <PostTriggerEventServerSystem>();
     buildPhysicsWorld   = World.GetOrCreateSystem <BuildPhysicsWorld>();
     stepPhysicsWorld    = World.GetOrCreateSystem <StepPhysicsWorld>();
 }
 protected override void OnCreate()
 {
     base.OnCreate();
     stepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
     buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
     system            = World.DefaultGameObjectInjectionWorld.GetExistingSystem <EndSimulationEntityCommandBufferSystem>();
 }
Пример #18
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 protected override void OnCreate()
 {
     //Нужно только лишь для commandBuffer в OnUpdate
     bufferSystem = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>();
     //Эти штуки нужны для Schedule в OnUpdate
     buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
     stepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
 }
 protected override void OnCreate()
 {
     m_StepPhysicsWorld     = World.GetOrCreateSystem <StepPhysicsWorld>();
     m_ContactModifierGroup = GetEntityQuery(new EntityQueryDesc
     {
         All = new ComponentType[] { typeof(ModifyContactJacobians) }
     });
 }
Пример #20
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    protected override void OnCreate()
    {
        base.OnCreate();

        buildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>();
        stepPhysicsWorldSystem  = World.GetOrCreateSystem <StepPhysicsWorld>();
        preTransformBarrier     = World.GetOrCreateSystem <PreTransformGroupBarrier>();
    }
Пример #21
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        protected override void OnCreate()
        {
            Enabled = false;

            m_BuildPhysicsWorld  = World.GetOrCreateSystem <BuildPhysicsWorld>();
            m_StepPhysicsWorld   = World.GetOrCreateSystem <StepPhysicsWorld>();
            m_ExportPhysicsWorld = World.GetOrCreateSystem <ExportPhysicsWorld>();
        }
        protected override void OnCreate()
        {
            base.OnCreate();
            Name = "FindHighestGradient";

            buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
            stepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
        }
Пример #23
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        protected override void OnCreate()
        {
            base.OnCreate();

            BuildPhysicsWorldSystem         = World.GetOrCreateSystem <BuildPhysicsWorld>();
            StepPhysicsWorldSystem          = World.GetOrCreateSystem <StepPhysicsWorld>();
            EndFixedStepSimulationEcbSystem = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
        }
Пример #24
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        protected override void OnCreate()
        {
            base.OnCreate();

            _buildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>();
            _stepPhysicsWorldSystem  = World.GetOrCreateSystem <StepPhysicsWorld>();
            _commandBufferSystem     = World.GetOrCreateSystem <BeginInitializationEntityCommandBufferSystem>();
        }
 protected override void OnCreate()
 {
     m_StepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
     m_VerificationGroup = GetEntityQuery(new EntityQueryDesc
     {
         All = new ComponentType[] { typeof(VerifyBodyPairsIteratorData) }
     });
 }
Пример #26
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 protected override void OnCreateManager()
 {
     m_StepPhysicsWorld     = World.GetOrCreateManager <StepPhysicsWorld>();
     m_ContactModifierGroup = GetComponentGroup(new EntityArchetypeQuery
     {
         All = new ComponentType[] { typeof(ModifyContactJacobians) }
     });
 }
Пример #27
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        protected override void OnCreate()
        {
            base.OnCreate();
            Name = "Transfer";

            buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
            stepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
        }
Пример #28
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        protected override void OnCreate()
        {
            RequireSingletonForUpdate <SelectionColliderTag>();

            _stepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
            _buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
            _endFixedECBSystem = World.GetOrCreateSystem <EndFixedStepSimulationEntityCommandBufferSystem>();
        }
Пример #29
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 protected override void OnCreate()
 {
     _buildPhysicsWorld      = World.Active.GetOrCreateSystem <BuildPhysicsWorld>();
     _stepPhysicsWorld       = World.Active.GetOrCreateSystem <StepPhysicsWorld>();
     _userPointManager       = World.Active.GetOrCreateSystem <UserPointManager>();
     RequireForUpdate(_query = GetEntityQuery(ComponentType.ReadOnly <PlayerMachineTag>()));
     RequireForUpdate(GetEntityQuery(ComponentType.ReadWrite <DestroyableComponentData>(), ComponentType.ReadOnly <Point>()));
 }
Пример #30
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        protected override void OnCreate()
        {
            base.OnCreate();
            Name = "AgentCollision";

            buildPhysicsWorld = World.GetOrCreateSystem <BuildPhysicsWorld>();
            stepPhysicsWorld  = World.GetOrCreateSystem <StepPhysicsWorld>();
        }