public ACollisionEvent processCollisions(ACollisionEvent ate)
        {
            PhysicsCollider physicsCollider = EntityManager.GetComponentData <PhysicsCollider>(ate.entityA);

            switch (physicsCollider.Value.Value.Filter.BelongsTo)
            {
            case CollisionEventClass.Damage | CollisionEventClass.PokemonAttacking:
                if (!EntityManager.HasComponent <DamageCollision>(ate.entityB))
                {
                    //			Debug.Log("Adding DamageCollision");
                    EntityManager.AddComponentData <DamageCollision>(ate.entityB,
                                                                     new DamageCollision {
                        Value = EntityManager.GetComponentData <DamageCollisionData>(ate.entityA).Value
                    });
                }
                //			else Debug.Log("The Entity already has a DamageCollision");
                return(new ACollisionEvent
                {
                    entityA = ate.entityA,
                    entityB = ate.entityB,
                    valid = true,
                    CollisionType = CollisionEventClass.Damage
                });

            case CollisionEventClass.Interaction:
                if (!EntityManager.HasComponent <InteractionCollision>(ate.entityB))
                {
                    //			Debug.Log("Adding InteractionCollision");
                    EntityManager.AddComponentData <InteractionCollision>(ate.entityB, new InteractionCollision {
                    });
                }
                //			else Debug.Log("The Entity already has a InteractionCollision");
                return(new ACollisionEvent
                {
                    entityA = ate.entityA,
                    entityB = ate.entityB,
                    valid = true,
                    CollisionType = CollisionEventClass.Interaction
                });

            default:
                PhysicsCollider pc2 = EntityManager.GetComponentData <PhysicsCollider>(ate.entityB);
                //		Debug.Log("Detected an Unknown CollisionType " + ate.ToString() + " ABElongsTO = \""+ EntityManager.GetName(ate.entityA)+"\"\n"+
                //		/*physicsCollider.Value.Value.Filter.BelongsTo+*/"|"+CollisionEventClass.CollisionFilterValueToString(physicsCollider.Value.Value.Filter.BelongsTo) + ":"
                //	+ /*physicsCollider.Value.Value.Filter.CollidesWith+*/"|"+ CollisionEventClass.CollisionFilterValueToString(physicsCollider.Value.Value.Filter.CollidesWith));
                Debug.Log("Detected unknown Collision Type:\nEntity A = \"" +
                          EntityManager.GetName(ate.entityA) + "\"\n\tBelongsTo: " + CollisionEventClass.CollisionFilterValueToString(physicsCollider.Value.Value.Filter.BelongsTo) + "\n\tCollidesWith: " + CollisionEventClass.CollisionFilterValueToString(physicsCollider.Value.Value.Filter.CollidesWith) +
                          "\nEntity B = \"" + EntityManager.GetName(ate.entityB) + "\"\n\tBelongsTo: " + CollisionEventClass.CollisionFilterValueToString(pc2.Value.Value.Filter.BelongsTo) + "\n\tCollidesWith: " + CollisionEventClass.CollisionFilterValueToString(pc2.Value.Value.Filter.CollidesWith)
                          );
                break;
            }
            return(ate);
        }
            public void Execute()
            {
                match = false;
                //remove oldCollisions if not in new Collisions
                for (i = 0; i < oldAtes.Length; i++)
                {
                    //			Debug.Log("i = "+i);
                    if (oldAtes[i].valid)
                    {
                        for (j = 0; j < localAtes.Length; j++)
                        {
                            if (oldAtes[i] == localAtes[j])
                            {
                                match = true;
                                break;
                            }
                        }
                        if (!match)
                        {
                            ecb.RemoveComponent <ACollisionEvent>(oldAtes[i].entityA);
                            switch (oldAtes[i].CollisionType)
                            {
                            case CollisionEventClass.Damage:
                                Debug.Log("Removing damage Collision on B");
                                ecb.RemoveComponent <DamageCollision>(oldAtes[i].entityB);
                                break;

                            case CollisionEventClass.Interaction:
                                //since interaction Collision is set the entityB of the Collision
                                Debug.Log("Removing Interaction Collision on B");
                                ecb.RemoveComponent <InteractionCollision>(oldAtes[i].entityB);
                                break;

                            default: break;
                            }
                            oldAtes[i] = new ACollisionEvent {
                            };
                        }
                        match = false;
                    }
                    else
                    {
                        break;
                    }
                }
            }
 public void Execute(CollisionEvent CollisionEvent)
 {
     //make sure the nativelist has enough space for the current amount of Collision events
     if (counter >= currentLength)
     {
         NativeArray <ACollisionEvent> _localAtes = new NativeArray <ACollisionEvent>(localAtes, Allocator.TempJob);
         localAtes = new NativeArray <ACollisionEvent>(currentLength + oldAtesBase, Allocator.TempJob);
         for (int i = 0; i < currentLength; i++)
         {
             localAtes[i] = _localAtes[i];
         }
         currentLength += oldAtesBase;
     }
     if (!hasACollisionEvent.Exists(CollisionEvent.Entities.EntityA))
     {
         localAtes[counter] = new ACollisionEvent
         {
             entityA = CollisionEvent.Entities.EntityA,
             entityB = CollisionEvent.Entities.EntityB,
             valid   = true
         };
     }
     counter++;
 }
示例#4
0
 /// <summary>
 /// checks if the given NativeArray contains the given ACollisionEvent
 /// </summary>
 /// <param name="localAtes">Array to test</param>
 /// <param name="ate">ACollisionEvent</param>
 /// <returns></returns>
 public static bool NativeArrayContainsACollisionEvent(NativeArray <ACollisionEvent> localAtes, ACollisionEvent ate)
 {
     for (int i = 0; i < localAtes.Length; i++)
     {
         if (localAtes[i] == ate)
         {
             return(true);
         }
     }
     return(false);
 }
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            if (stepPhysicsWorld.Simulation.Type == SimulationType.NoPhysics)
            {
                return(inputDeps);
            }

            NativeArray <ACollisionEvent> localAtes = new NativeArray <ACollisionEvent>(oldAtes.Length, Allocator.TempJob);

            JobHandle jobHandle = new CollisionEventsJob
            {
                ecb = endSimulationEntityCommandBufferSystem.CreateCommandBuffer(),
                hasACollisionEvent = GetComponentDataFromEntity <ACollisionEvent>(),
                counter            = 0,
                currentLength      = localAtesRealLength,
                localAtes          = localAtes
            }.Schedule(stepPhysicsWorld.Simulation, ref buildPhysicsWorld.PhysicsWorld, inputDeps);

            //must wait for this to finish to continue
            jobHandle.Complete();
            //verify that ACollisionEntities still exist (thanks a lot particle system)
            for (i = 0; i < localAtes.Length; i++)
            {
                if (localAtes[i].valid)
                {
                    if (!EntityManager.Exists(localAtes[i].entityA) || !EntityManager.Exists(localAtes[i].entityB))
                    {
                        for (int j = i; j < localAtes.Length; j++)
                        {
                            localAtes[j] = j == localAtes.Length ? localAtes[j + 1] : new ACollisionEvent {
                                valid = false
                            }
                        }
                        ;
                        i--;
                    }
                }
                else
                {
                    break;
                }
            }
            //create/add new Collision events
            for (i = 0; i < localAtes.Length; i++)
            {
                if (localAtes[i].valid)
                {
                    match        = false;
                    localAtes[i] = processCollisions(localAtes[i]);
                    //flip the entities
                    if (localAtes[i].CollisionType == 0)
                    {
                        localAtes[i] = processCollisions(new ACollisionEvent
                        {
                            entityA       = localAtes[i].entityB,
                            entityB       = localAtes[i].entityA,
                            CollisionType = localAtes[i].CollisionType,
                            valid         = localAtes[i].valid
                        });
                    }
                    if (localAtes[i].CollisionType == 0)
                    {
                        Debug.Log("Unable to update determine CollisionType for entity " + EntityManager.GetName(localAtes[i].entityA) + "::::" + localAtes[i].ToString());
                    }
                }
                else
                {
                    break;
                }
            }
            //if there are no new Collision events

            if (i == 0)
            {
                if (!alreadyCleared)
                {
                    //			Debug.Log("Clearing STUFF");
                    //clear oldAtes
                    for (i = 0; i < oldAtes.Length; i++)
                    {
                        //				Debug.Log("checking "+i+" of "+oldAtes.Length);
                        if (oldAtes[i].valid)
                        {
                            Debug.Log("Attempting to remove..." + oldAtes[i].ToString());
                            switch (oldAtes[i].CollisionType)
                            {
                            case CollisionEventClass.Damage | CollisionEventClass.PokemonAttacking:
                                Debug.Log("Removing damage Collision on B");
                                EntityManager.RemoveComponent <DamageCollision>(oldAtes[i].entityB);
                                break;

                            case CollisionEventClass.Interaction:
                                //since interaction Collision is set the entityB of the Collision
                                Debug.Log("Removing Interaction Collision on B");
                                EntityManager.RemoveComponent <InteractionCollision>(oldAtes[i].entityB);
                                break;

                            default: break;
                            }
                            EntityManager.RemoveComponent <ACollisionEvent>(oldAtes[i].entityA);
                            oldAtes[i] = new ACollisionEvent {
                            };
                        }
                        else
                        {
                            //					Debug.Log("Failed to get valid");
                            break;
                        }
                    }
                    //				Debug.Log("Cleared the persistant NativeArray");
                    alreadyCleared = true;
                }
                localAtes.Dispose();
                return(inputDeps);
            }
            //else

            if (localAtes.Length > oldAtes.Length)
            {
                Debug.Log("Adding new persistance values");
                oldAtes = new NativeArray <ACollisionEvent>(localAtes.Length + oldAtesBase, Allocator.Persistent);
            }
            if (alreadyCleared)
            {
                alreadyCleared = false;
            }

            /////////////////////////////////////////////////////////////////////////
            //clear non-active Collision events
            JobHandle cleanJobHandle = new UpdateOldAtesJob
            {
                ecb       = endSimulationEntityCommandBufferSystem.CreateCommandBuffer(),
                oldAtes   = oldAtes,
                localAtes = localAtes
            }.Schedule(inputDeps);

            cleanJobHandle.Complete();

            //update oldAtes content
            for (i = 0; i < localAtes.Length; i++)
            {
                oldAtes[i] = localAtes[i];
            }
            localAtes.Dispose();
            return(cleanJobHandle);
        }
    }