public void SetGhostNames(JobComponentSystem nameOwner, string[] nameList)
        {
            // Add a pending packet with the new list of names
            CurrentNameOwner = nameOwner;
            if (m_StatIndex < 0)
            {
                return;
            }
            var ghostList = $"{{\"index\":{m_StatIndex}, \"name\":\"{World.Name}\",\"ghosts\":[\"Destroy\"";

            for (int i = 0; i < nameList.Length; ++i)
            {
                ghostList += $",\"{nameList[i]}\"";
            }

            ghostList += "]}";

            m_PacketQueue.Add(new Packet
            {
                stringData = ghostList
            });

            // Reset the snapshot stats
            m_SnapshotStats.Dispose();
            m_SnapshotStats = new NativeArray <uint>((nameList.Length + 1) * 3, Allocator.Persistent);

            // Make sure the packet size is big enough for the new snapshot stats
            UpdateMaxPacketSize();
        }
示例#2
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        public void BeginSetup(JobComponentSystem system
#if ENABLE_UNITY_COLLECTIONS_CHECKS
                               , AtomicSafetyHandle safetyHandle
#endif
                               )
        {
        }
示例#3
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 public void BeginDeserialize(JobComponentSystem system)
 {
     m_Char_CapsuleSnapshotDataFromEntity = system.GetBufferFromEntity <Char_CapsuleSnapshotData>();
     m_PlayerStateSnapshotDataFromEntity  = system.GetBufferFromEntity <PlayerStateSnapshotData>();
     m_GameModeSnapshotDataFromEntity     = system.GetBufferFromEntity <GameModeSnapshotData>();
     m_Char_BanditSnapshotDataFromEntity  = system.GetBufferFromEntity <Char_BanditSnapshotData>();
 }
 public void SetIndex(int index)
 {
     m_StatIndex      = index;
     CurrentNameOwner = null;
     m_CollectionTick = 0;
     m_PacketQueue.Clear();
 }
 public void BeginDeserialize(JobComponentSystem system)
 {
     m_PlayerStateSnapshotDataFromEntity        = system.GetBufferFromEntity <PlayerStateSnapshotData>();
     m_Char_TerraformerSnapshotDataFromEntity   = system.GetBufferFromEntity <Char_TerraformerSnapshotData>();
     m_Weapon_TerraformerSnapshotDataFromEntity = system.GetBufferFromEntity <Weapon_TerraformerSnapshotData>();
     m_GameModeSnapshotDataFromEntity           = system.GetBufferFromEntity <GameModeSnapshotData>();
     m_TeleporterSnapshotDataFromEntity         = system.GetBufferFromEntity <TeleporterSnapshotData>();
 }
示例#6
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 public void BeginDeserialize(JobComponentSystem system)
 {
     m_SpawnerSnapshotDataFromEntity     = system.GetBufferFromEntity <SpawnerSnapshotData>();
     m_CubeSnapshotDataFromEntity        = system.GetBufferFromEntity <CubeSnapshotData>();
     m_ItemSpawnerSnapshotDataFromEntity = system.GetBufferFromEntity <ItemSpawnerSnapshotData>();
     m_CharacterSnapshotDataFromEntity   = system.GetBufferFromEntity <CharacterSnapshotData>();
     m_ItemSnapshotDataFromEntity        = system.GetBufferFromEntity <ItemSnapshotData>();
     m_NetSessionSnapshotDataFromEntity  = system.GetBufferFromEntity <NetSessionSnapshotData>();
 }
        public StateData(JobComponentSystem system, Entity stateEntity, bool readWrite = false)
        {
            StateEntity         = stateEntity;
            TraitBasedObjects   = system.GetBufferFromEntity <TraitBasedObject>(!readWrite)[stateEntity];
            TraitBasedObjectIds = system.GetBufferFromEntity <TraitBasedObjectId>(!readWrite)[stateEntity];

            LocationBuffer = system.GetBufferFromEntity <Location>(!readWrite)[stateEntity];
            RobotBuffer    = system.GetBufferFromEntity <Robot>(!readWrite)[stateEntity];
            DirtBuffer     = system.GetBufferFromEntity <Dirt>(!readWrite)[stateEntity];
            MoveableBuffer = system.GetBufferFromEntity <Moveable>(!readWrite)[stateEntity];
        }
        public StateData(JobComponentSystem system, Entity stateEntity, bool readWrite = false)
        {
            StateEntity         = stateEntity;
            TraitBasedObjects   = system.GetBufferFromEntity <TraitBasedObject>(!readWrite)[stateEntity];
            TraitBasedObjectIds = system.GetBufferFromEntity <TraitBasedObjectId>(!readWrite)[stateEntity];

            GameBuffer       = system.GetBufferFromEntity <Game>(!readWrite)[stateEntity];
            CoordinateBuffer = system.GetBufferFromEntity <Coordinate>(!readWrite)[stateEntity];
            CellBuffer       = system.GetBufferFromEntity <Cell>(!readWrite)[stateEntity];
            BlockerBuffer    = system.GetBufferFromEntity <Blocker>(!readWrite)[stateEntity];
        }
 public void BeginDeserialize(JobComponentSystem system)
 {
     m_PlayerSnapshotDataFromEntity     = system.GetBufferFromEntity <PlayerSnapshotData>();
     m_ArrowSnapshotDataFromEntity      = system.GetBufferFromEntity <ArrowSnapshotData>();
     m_AArcherSnapshotDataFromEntity    = system.GetBufferFromEntity <AArcherSnapshotData>();
     m_ACivilianSnapshotDataFromEntity  = system.GetBufferFromEntity <ACivilianSnapshotData>();
     m_BArcherSnapshotDataFromEntity    = system.GetBufferFromEntity <BArcherSnapshotData>();
     m_BCivilianSnapshotDataFromEntity  = system.GetBufferFromEntity <BCivilianSnapshotData>();
     m_A_BarracksSnapshotDataFromEntity = system.GetBufferFromEntity <A_BarracksSnapshotData>();
     m_B_BarracksSnapshotDataFromEntity = system.GetBufferFromEntity <B_BarracksSnapshotData>();
 }
        public StateData(JobComponentSystem system, Entity stateEntity, bool readWrite = false)
        {
            StateEntity         = stateEntity;
            TraitBasedObjects   = system.GetBufferFromEntity <TraitBasedObject>(!readWrite)[stateEntity];
            TraitBasedObjectIds = system.GetBufferFromEntity <TraitBasedObjectId>(!readWrite)[stateEntity];

            AgentBuffer       = system.GetBufferFromEntity <Agent>(!readWrite)[stateEntity];
            LocationBuffer    = system.GetBufferFromEntity <Location>(!readWrite)[stateEntity];
            TargetBuffer      = system.GetBufferFromEntity <Target>(!readWrite)[stateEntity];
            CollectibleBuffer = system.GetBufferFromEntity <Collectible>(!readWrite)[stateEntity];
        }
        public void BeginSetup(JobComponentSystem system
#if ENABLE_UNITY_COLLECTIONS_CHECKS
                               , AtomicSafetyHandle safetyHandle
#endif
                               )
        {
            GhostIdentifierFromEntity = system.GetComponentDataFromEntity <GhostIdentifier>(true);

#if ENABLE_UNITY_COLLECTIONS_CHECKS
            SafetyUtility.Replace(ref GhostIdentifierFromEntity, safetyHandle);
#endif
        }
示例#12
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        /// <summary>
        /// Initializes this <see cref="NodeSet"/> in a mode that's compatible with running together with ECS,
        /// through the use of <see cref="ComponentNode"/>s.
        /// The <paramref name="hostSystem"/> and this instance are tied together from this point, and you must
        /// update this set using the <see cref="Update(JobHandle)"/> function.
        /// See also <seealso cref="NodeSet()"/>.
        /// </summary>
        /// <remarks>
        /// Any instantiated nodes with <see cref="IKernelPortDefinition"/>s containing ECS types will be added
        /// as dependencies to <paramref name="hostSystem"/>.
        /// </remarks>
        /// <exception cref="ArgumentNullException">
        /// Thrown if the <paramref name="hostSystem"/> is null
        /// </exception>
        public NodeSet(JobComponentSystem hostSystem)
            : this()
        {
            if (hostSystem == null)
            {
                // In case of cascading constructors, an object can be partially constructed but still be
                // GC collected and finalized.
                Dispose();
                throw new ArgumentNullException(nameof(hostSystem));
            }

            HostSystem             = hostSystem;
            m_ActiveComponentTypes = new BlitList <AtomicSafetyManager.ECSTypeAndSafety>(0, Allocator.Persistent);
        }
示例#13
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 public static HierarchyRebuildContext Create(JobComponentSystem system)
 {
     return(new HierarchyRebuildContext()
     {
         ChildrenFromEntity = system.GetBufferFromEntity <Child>(true),
         WorldSpaceRectFromEntity = system.GetComponentDataFromEntity <WorldSpaceRect>(),
         RectTransformFromEntity = system.GetComponentDataFromEntity <RectTransform>(true),
         RebuildFlagFromEntity = system.GetComponentDataFromEntity <RebuildElementMeshFlag>(),
         ElementScaleFromEntity = system.GetComponentDataFromEntity <ElementScale>(),
         WorldSpaceMaskFromEntity = system.GetComponentDataFromEntity <WorldSpaceMask>(),
         RectMaskFromEntity = system.GetComponentDataFromEntity <RectMask>(true),
         DisabledFromEntity = system.GetComponentDataFromEntity <Disabled>(true),
         HierarchyIndexFromEntity = system.GetComponentDataFromEntity <ElementHierarchyIndex>(),
     });
 }
示例#14
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 public void BeginDeserialize(JobComponentSystem system)
 {
     m_RepBarrelSnapshotDataFromEntity  = system.GetBufferFromEntity <RepBarrelSnapshotData>();
     m_RepGrenadeSnapshotDataFromEntity = system.GetBufferFromEntity <RepGrenadeSnapshotData>();
     m_RepPlayerSnapshotDataFromEntity  = system.GetBufferFromEntity <RepPlayerSnapshotData>();
 }
示例#15
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 public void BeginDeserialize(JobComponentSystem system)
 {
     m_PlayerSnapshotDataFromEntity     = system.GetBufferFromEntity <PlayerSnapshotData>();
     m_PuckSnapshotDataFromEntity       = system.GetBufferFromEntity <PuckSnapshotData>();
     m_ExtraBlockSnapshotDataFromEntity = system.GetBufferFromEntity <ExtraBlockSnapshotData>();
 }
 public void BeginDeserialize(JobComponentSystem system)
 {
     m_CubeSnapshotDataFromEntity       = system.GetBufferFromEntity <CubeSnapshotData>();
     m_ServerCubeSnapshotDataFromEntity = system.GetBufferFromEntity <ServerCubeSnapshotData>();
     m_ProjectileSnapshotDataFromEntity = system.GetBufferFromEntity <ProjectileSnapshotData>();
 }
示例#17
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 public SpritePropertyAnimator(JobComponentSystem system, EntityQuery query)
 {
     m_system = system;
     m_query  = query;
 }
示例#18
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 public void BeginDeserialize(JobComponentSystem system)
 {
     m_PaddleTheSideSnapshotDataFromEntity   = system.GetBufferFromEntity <PaddleTheSideSnapshotData>();
     m_PaddleOtherSideSnapshotDataFromEntity = system.GetBufferFromEntity <PaddleOtherSideSnapshotData>();
     m_SphereSnapshotDataFromEntity          = system.GetBufferFromEntity <SphereSnapshotData>();
 }
示例#19
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 public void BeginDeserialize(JobComponentSystem system)
 {
     m_NetCodePlayModeTestGhostObjectSnapshotDataFromEntity =
         system.GetBufferFromEntity <NetCodePlayModeTestGhostObjectSnapshotData>();
 }
示例#20
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 public void BeginDeserialize(JobComponentSystem system)
 {
     m_LagCompensationTestPlayerSnapshotDataFromEntity = system.GetBufferFromEntity <LagCompensationTestPlayerSnapshotData>();
     m_LagCompensationTestCubeSnapshotDataFromEntity   = system.GetBufferFromEntity <LagCompensationTestCubeSnapshotData>();
 }
 public void BeginDeserialize(JobComponentSystem system)
 {
     m_ShipSnapshotDataFromEntity     = system.GetBufferFromEntity <ShipSnapshotData>();
     m_AsteroidSnapshotDataFromEntity = system.GetBufferFromEntity <AsteroidSnapshotData>();
     m_BulletSnapshotDataFromEntity   = system.GetBufferFromEntity <BulletSnapshotData>();
 }
示例#22
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 public void BeginDeserialize(JobComponentSystem system)
 {
     m_CarStubSnapshotDataFromEntity    = system.GetBufferFromEntity <CarStubSnapshotData>();
     m_ProjectileSnapshotDataFromEntity = system.GetBufferFromEntity <ProjectileSnapshotData>();
     m_MissileSnapshotDataFromEntity    = system.GetBufferFromEntity <MissileSnapshotData>();
 }
示例#23
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 public void BeginDeserialize(JobComponentSystem system)
 {
     m_SphereSnapshotDataFromEntity = system.GetBufferFromEntity <SphereSnapshotData>();
     m_PelotaSnapshotDataFromEntity = system.GetBufferFromEntity <PelotaSnapshotData>();
 }
示例#24
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 public void BeginDeserialize(JobComponentSystem system)
 {
     m_LobbyConnectionGhostSnapshotDataFromEntity = system.GetBufferFromEntity <LobbyConnectionGhostSnapshotData>();
     m_GameInfoSnapshotDataFromEntity             = system.GetBufferFromEntity <GameInfoSnapshotData>();
 }
示例#25
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 public void BeginDeserialize(JobComponentSystem system)
 {
     m_GhostTypeIndex0TestSnapshotDataFromEntity = system.GetBufferFromEntity <GhostTypeIndex0TestSnapshotData>();
     m_GhostTypeIndex1TestSnapshotDataFromEntity = system.GetBufferFromEntity <GhostTypeIndex1TestSnapshotData>();
 }
示例#26
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 public void BeginDeserialize(JobComponentSystem system)
 {
     m_BoidSnapshotDataFromEntity  = system.GetBufferFromEntity <BoidSnapshotData>();
     m_WhaleSnapshotDataFromEntity = system.GetBufferFromEntity <WhaleSnapshotData>();
 }
示例#27
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 public void BeginDeserialize(JobComponentSystem system)
 {
     m_CubeSnapshotDataFromEntity = system.GetBufferFromEntity <CubeSnapshotData>();
 }
示例#28
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 public void BeginDeserialize(JobComponentSystem system)
 {
     #region __GHOST_BEGIN_DESERIALIZE__
     m___GHOST_SNAPSHOT_TYPE__FromEntity = system.GetBufferFromEntity <__GHOST_SNAPSHOT_TYPE__>();
     #endregion
 }
示例#29
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 public EnumerableComponentData(JobComponentSystem sys, EntityQuery query, bool isReadOnly)
 {
     this.ctype  = sys.GetComponentTypeHandle <T>(isReadOnly);
     this.chunks = query.CreateArchetypeChunkArray(Allocator.TempJob);// Allocator.Temp );
 }