/// <summary>
        /// 寻找Owner幽灵预制体
        /// </summary>
        /// <param name="buffer"></param>
        /// <param name="ownerGhostPrefabBuffer"></param>
        /// <returns></returns>
        public static bool FindOwner(this DynamicBuffer <GhostPrefabBuffer> buffer,
                                     out GhostPrefabBuffer ownerGhostPrefabBuffer)
        {
            for (var i = 0; i < buffer.Length; i++)
            {
                if (!buffer[i].IsOwner)
                {
                    continue;
                }
                ownerGhostPrefabBuffer = buffer[i];
                return(true);
            }

            ownerGhostPrefabBuffer = default;
            return(false);
        }
示例#2
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        public virtual void Convert(Entity entity, EntityManager dstManager,
                                    GameObjectConversionSystem conversionSystem)
        {
            // 客户端与服务端都需要注册序列化器.
            var collection = default(GhostPrefabCollectionComponent);

            var conversionTarget = GetConversionTarget(dstManager.World);

            // 查询出可用的Ghost预制体
            _enabledGhosts = GetGhosts();

            collection.ServerPrefabs = dstManager.CreateEntity();
            var serverPrefabs = new NativeList <GhostPrefabBuffer>(Allocator.Temp);
            int ghostType     = 0;

            foreach (var ghost in _enabledGhosts)
            {
                var    orig = ghost.prefab.Type;
                Entity ent  =
                    GameObjectConversionUtility.ConvertGameObjectHierarchy(ghost.prefab.gameObject,
                                                                           conversionSystem.ForkSettings(1));

                dstManager.SetComponentData(ent, new GhostComponent {
                    GhostType = ghostType
                });

                GhostPrefabType prefabType = orig == GhostAuthoringComponent.ClientInstanceType.Interpolated
                    ? GhostPrefabType.InterpolatedClient
                    : GhostPrefabType.PredictedClient;

                var ghostPrefab = new GhostPrefabBuffer
                {
                    Value      = ent,
                    GhostType  = ghostType,
                    PrefabType = prefabType,
                    IsOwner    = orig == GhostAuthoringComponent.ClientInstanceType.OwnerPredicted &&
                                 ghost.prefab.GetComponent <GhostOwnerAuthoringComponent>()
                };

                NativeArray <ComponentType> componentTypes = dstManager.GetComponentTypes(ent);
                componentTypes.Dispose();

                serverPrefabs.Add(ghostPrefab);
                ++ghostType;
            }

            dstManager.AddBuffer <GhostPrefabBuffer>(collection.ServerPrefabs).AddRange(serverPrefabs);
            serverPrefabs.Dispose();


            //=======================================================================================================
            // 普通的预制体转换后的Entity
            PrefabCollectionSystem prefabCollectionSystem =
                dstManager.World.GetOrCreateSystem <PrefabCollectionSystem>();

            prefabCollectionSystem.Prefabs =
                new NativeArray <PrefabItem>(this.ghostCollectionConfig.Prefabs.Count, Allocator.Persistent);

            for (int i = 0; i < this.ghostCollectionConfig.Prefabs.Count; i++)
            {
                Entity ent = conversionSystem.GetPrimaryEntity(ghostCollectionConfig.Prefabs[i]);


                var item = new PrefabItem
                {
                    Value = ent,
                    Type  = i
                };
                prefabCollectionSystem.Prefabs[i] = item;
            }

            // Debug.Log($"转换Prefabs: {prefabCollectionSystem.Prefabs.Length}");
            //=======================================================================================================


            if (conversionTarget == TargetWorld.Client)
            {
                ghostType = 0;
                collection.ClientInterpolatedPrefabs = dstManager.CreateEntity();
                collection.ClientPredictedPrefabs    = dstManager.CreateEntity();
                var predictedList    = new NativeList <GhostPrefabBuffer>(Allocator.Temp);
                var interpolatedList = new NativeList <GhostPrefabBuffer>(Allocator.Temp);

                foreach (var ghost in _enabledGhosts)
                {
                    var orig = ghost.prefab.Type;

                    ghost.prefab.Type = GhostAuthoringComponent.ClientInstanceType.Interpolated;
                    Entity interpolatedEnt =
                        GameObjectConversionUtility.ConvertGameObjectHierarchy(ghost.prefab.gameObject,
                                                                               conversionSystem.ForkSettings(2));
                    dstManager.SetComponentData(interpolatedEnt, new GhostComponent {
                        GhostType = ghostType
                    });
                    interpolatedList.Add(new GhostPrefabBuffer
                    {
                        Value      = interpolatedEnt,
                        GhostType  = ghostType,
                        PrefabType = GhostPrefabType.InterpolatedClient
                    });

                    ghost.prefab.Type = GhostAuthoringComponent.ClientInstanceType.Predicted;
                    Entity predictedEnt =
                        GameObjectConversionUtility.ConvertGameObjectHierarchy(ghost.prefab.gameObject,
                                                                               conversionSystem.ForkSettings(2));
                    dstManager.SetComponentData(predictedEnt, new GhostComponent {
                        GhostType = ghostType
                    });
                    predictedList.Add(new GhostPrefabBuffer
                    {
                        Value      = predictedEnt,
                        GhostType  = ghostType,
                        PrefabType = GhostPrefabType.PredictedClient
                    });

                    ghost.prefab.Type = orig;
                    ++ghostType;
                }

                dstManager.AddBuffer <GhostPrefabBuffer>(collection.ClientPredictedPrefabs).AddRange(predictedList);
                dstManager.AddBuffer <GhostPrefabBuffer>(collection.ClientInterpolatedPrefabs)
                .AddRange(interpolatedList);

                predictedList.Dispose();
                interpolatedList.Dispose();
            }

            dstManager.AddComponentData(entity, collection);
        }