protected override void OnCreate() { _endSimulationEntityCommandBufferSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>(); _graphSystem = World.GetOrCreateSystem <ProcessDefaultAnimationGraph>(); _graphSystem.AddRef(); _graphSystem.Set.RendererModel = NodeSet.RenderExecutionModel.Islands; }
protected override void OnCreate() { //will probably create the system since we are updating before DefaultAnimationSystemGroup and ProcessDefaultAnimationGraph update in group. _animationGraphSystem = World.GetOrCreateSystem <ProcessDefaultAnimationGraph>(); // Increase the reference count on the graph system so it knows // that we want to use it _animationGraphSystem.AddRef(); _ecbSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>(); //Connected components in the graph will be executed in one job. _animationGraphSystem.Set.RendererModel = NodeSet.RenderExecutionModel.Islands; }
protected override void OnCreate() { base.OnCreate(); m_GraphSystem = World.GetOrCreateSystem <ProcessDefaultAnimationGraph>(); // Increase the reference count on the graph system so it knows // that we want to use it. m_GraphSystem.AddRef(); m_ECBSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>(); m_AnimationDataQuery = GetEntityQuery(new EntityQueryDesc() { None = new ComponentType[] { typeof(RotatingCube_PlayClipComponent) }, All = new ComponentType[] { typeof(RotatingCube_PlayClipStateComponent) } }); m_GraphSystem.Set.RendererModel = NodeSet.RenderExecutionModel.Islands; }
protected override void OnCreate() { base.OnCreate(); _graphSystem = World.GetOrCreateSystem <ProcessDefaultAnimationGraph>(); _graphSystem.AddRef(); _ecBSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>(); //Used for destroying the graph and see if any entity has graph is so destroy. _animationDataQuery = GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(PlayerDeath_PlayStateRuntime) }, None = new ComponentType[] { typeof(PlayerDeath_PlayClipRuntime) } }); _graphSystem.Set.RendererModel = NodeSet.RenderExecutionModel.Islands; }