示例#1
0
文件: Spawner.cs 项目: mhrfky/boids
    private void makeBait()
    {
        Unity.Entities.EntityManager eM = World.DefaultGameObjectInjectionWorld.EntityManager;
        EntityArchetype bait            = eM.CreateArchetype(
            typeof(Translation),
            typeof(RenderMesh),
            typeof(Scale),
            typeof(Rotation),
            typeof(RenderBounds),
            typeof(bait),
            typeof(LocalToWorld));
        Entity entity = eM.CreateEntity(bait);

        eM.AddComponentData(entity, new Translation
        {
            Value = new float3(0, 0, 0)
        }
                            );
        eM.SetSharedComponentData(entity, new RenderMesh
        {
            mesh     = baitMesh,
            material = baitMaterial
        }
                                  );
    }
示例#2
0
    void Awake()
    {
        instance = this;

        float screenRatio = (float)Screen.width / (float)Screen.height;
        float targetRatio = ((float)GridWidth * CellSize) / ((float)GridHeight * CellSize);

        if (screenRatio >= targetRatio)
        {
            Camera.main.orthographicSize = ((float)GridHeight * CellSize) / 2;
        }
        else
        {
            float differenceInSize = targetRatio / screenRatio;
            Camera.main.orthographicSize = ((float)GridHeight * CellSize) / 2 * differenceInSize;
        }

        //Grab Entity Manager
        em = World.DefaultGameObjectInjectionWorld.EntityManager;

        //Cell ArchType
        CellArchtype = em.CreateArchetype(
            typeof(LocalToWorld),
            typeof(Translation),
            typeof(Rotation),
            typeof(NonUniformScale),
            typeof(CellComponent));

        // Generate our grid
        CreateGrid();
    }
示例#3
0
文件: Spawner.cs 项目: mhrfky/boids
    private void makeEntity(int i)
    {
        Unity.Entities.EntityManager eM = World.DefaultGameObjectInjectionWorld.EntityManager;
        EntityArchetype boid            = eM.CreateArchetype(
            typeof(Translation),
            typeof(RenderMesh),
            typeof(Scale),
            typeof(Rotation),
            typeof(RenderBounds),
            typeof(Flock_settings),
            typeof(LocalToWorld));
        Entity entity = eM.CreateEntity(boid);

        eM.AddComponentData(entity, new Translation
        {
            Value = new float3(i % 24, (int)i / 4, 0)
        }
                            );
        eM.AddComponentData(entity, new Flock_settings
        {
            direction         = new float3(0, 0, 0),
            flockHeading      = new float3(0, 0, 0),
            flockCentre       = new float3(0, 0, 0),
            separationHeading = new float3(0, 0, 0),
            velocity          = new float3(0, 0, 0),
            index             = i,
            numFlockmates     = 0
        }
                            );
        eM.SetSharedComponentData(entity, new RenderMesh
        {
            mesh     = boidMesh,
            material = boidMaterial
        }
                                  );
        eM.AddComponentData(entity, new Scale
        {
            Value = .1f
        }
                            );
    }
        public override void OnEntityCreated(Context f, Lockstep.UnsafeECS.Entity *pEntity)
        {
            if (pEntity == null)
            {
                int i = 0;
                Debug.LogError("OnEntityCreated null");
                return;
            }

            if (pEntity->TypeId != EntityIds.Boid)
            {
                //Debug.LogError("OnEntityCreated not a Enemy" + pEntity->EnumType());
                return;
            }

            var pBoid = (Boid *)pEntity;

            if (_entityPrefabs == null)
            {
                //TODO read config to setup Entity Prefabs
                var _spawners = GameObject.FindObjectsOfType <SSSamples.Boids.Authoring.SpawnRandomInSphere>();
                _entityManager = Unity.Entities.World.Active.EntityManager;
                _entityPrefabs = new Unity.Entities.Entity[_spawners.Length];
                for (int i = 0; i < _spawners.Length; i++)
                {
                    _entityPrefabs[i] = _spawners[i].PrefabEntity;
                }
            }

            var uEntity = _entityManager.Instantiate(_entityPrefabs[pBoid->AssetData.AssetId]);

            _id2GameObject[pEntity->LocalId] = uEntity;
            _entityManager.SetComponentData(uEntity, new Unity.Transforms.LocalToWorld {
                Value = float4x4.TRS(
                    pBoid->LocalToWorld.Position.ToVector3(),
                    //quaternion.identity,
                    quaternion.LookRotationSafe(pBoid->LocalToWorld.Forward.ToVector3(), Unity.Mathematics.math.up()),
                    new float3(1.0f, 1.0f, 1.0f))
            });
            _entityManager.AddComponentData(uEntity, pEntity->_ref);
        }
示例#5
0
文件: VoxBaker.cs 项目: Deus0/zoxel
        void FetchMesh()
        {
            Unity.Entities.EntityManager entityManager    = space.EntityManager;
            ChunkSpawnSystem             chunkSpawnSystem = space.GetOrCreateSystem <VoxelSystemGroup>().chunkSpawnSystem;

            foreach (KeyValuePair <int, Unity.Entities.Entity> KVP in chunkSpawnSystem.chunks)
            {
                Chunk chunk = entityManager.GetComponentData <Chunk>(KVP.Value);
                if (chunk.world == world)
                {
                    if (chunk.chunkRenders.Length > 0)
                    {
                        mesh = entityManager.GetSharedComponentData <Unity.Rendering.RenderMesh>(chunk.chunkRenders[0]).mesh;
                    }
                    else
                    {
                        Debug.LogError("No chunk renders in chunk: " + chunk.Value.chunkPosition);
                    }
                    break;
                }
            }
        }
 /// <summary>
 /// Moves all entities managed by the specified EntityManager to the <see cref="World"/> of this EntityManager and fills
 /// an array with their <see cref="Entity"/> objects.
 /// </summary>
 /// <remarks>
 /// After the move, the entities are managed by this EntityManager. Use the `output` array to make post-move
 /// changes to the transferred entities.
 ///
 /// Each world has one EntityManager, which manages all the entities in that world. This function
 /// allows you to transfer entities from one World to another.
 ///
 /// **Important:** This function creates a sync point, which means that the EntityManager waits for all
 /// currently running Jobs to complete before moving the entities and no additional Jobs can start before
 /// the function is finished. A sync point can cause a drop in performance because the ECS framework may not
 /// be able to make use of the processing power of all available cores.
 /// </remarks>
 /// <param name="output">An array to receive the Entity objects of the transferred entities.</param>
 /// <param name="srcEntities">The EntityManager whose entities are appropriated.</param>
 /// <param name="entityRemapping">A set of entity transformations to make during the transfer.</param>
 /// <exception cref="ArgumentException"></exception>
 public void MoveEntitiesFrom(out NativeArray <Entity> output, EntityManager srcEntities, NativeArray <EntityRemapUtility.EntityRemapInfo> entityRemapping)
 {
     MoveEntitiesFromInternalAll(srcEntities, entityRemapping);
     EntityRemapUtility.GetTargets(out output, entityRemapping);
 }
        // ----------------------------------------------------------------------------------------------------------
        // PUBLIC
        // ----------------------------------------------------------------------------------------------------------


        /// <summary>
        /// Moves all entities managed by the specified EntityManager to the world of this EntityManager.
        /// </summary>
        /// <remarks>
        /// The entities moved are owned by this EntityManager.
        ///
        /// Each <see cref="World"/> has one EntityManager, which manages all the entities in that world. This function
        /// allows you to transfer entities from one World to another.
        ///
        /// **Important:** This function creates a sync point, which means that the EntityManager waits for all
        /// currently running Jobs to complete before moving the entities and no additional Jobs can start before
        /// the function is finished. A sync point can cause a drop in performance because the ECS framework may not
        /// be able to make use of the processing power of all available cores.
        /// </remarks>
        /// <param name="srcEntities">The EntityManager whose entities are appropriated.</param>
        public void MoveEntitiesFrom(EntityManager srcEntities)
        {
            using (var entityRemapping = srcEntities.CreateEntityRemapArray(Allocator.TempJob))
                MoveEntitiesFromInternalAll(srcEntities, entityRemapping);
        }
示例#8
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 public void Convert(Unity.Entities.Entity entity, Unity.Entities.EntityManager dstManager, GameObjectConversionSystem conversionSystem)
 {
     dstManager.AddComponentData(entity, new LogoSpawner {
         PrefabEntity = conversionSystem.GetPrimaryEntity(PrefabEntity), InstanceCount = InstanceCount
     });
 }
 public override void DoAwake(IServiceContainer services)
 {
     ViewConfig     = Resources.Load <GameViewConfig>(GameViewConfig.ResPath);
     _entityManager = Unity.Entities.World.All[0].EntityManager; //.GetOrCreateManager<EntityManager>();
 }
示例#10
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 // Use this for initialization
 void Start()
 {
     manager = Unity.Entities.World.Active.GetOrCreateManager <Unity.Entities.EntityManager>();
     AddCube(amount);
 }
        /// <summary>
        /// Sets the value of a component of an entity.
        /// </summary>
        /// <param name="entity">The entity.</param>
        /// <param name="componentData">The data to set.</param>
        /// <typeparam name="T">The component type.</typeparam>
        /// <exception cref="ArgumentException">Thrown if the component type has no fields.</exception>
        public static void SetComponentData <T>(this EntityManager manager, Entity entity, T componentData) where T : class, IComponentData
        {
            var type = ComponentType.ReadWrite <T>();

            manager.SetComponentObject(entity, type, componentData);
        }
示例#12
0
 public void Convert(Unity.Entities.Entity entity, Unity.Entities.EntityManager dstManager, GameObjectConversionSystem conversionSystem)
 {
     dstManager.AddComponentData(entity, new CubeRotationComponent {
         speed = speed
     });
 }
示例#13
0
 public void Convert(Unity.Entities.Entity entity, Unity.Entities.EntityManager dstManager, GameObjectConversionSystem conversionSystem)
 {
     dstManager.AddComponentData(entity, new RotatorVS {
         Speed = Speed
     });
 }
 public void Convert(Unity.Entities.Entity entity, Unity.Entities.EntityManager dstManager, GameObjectConversionSystem conversionSystem)
 {
     dstManager.AddComponentData(entity, new TimedSelfDestruct {
         Duration = Duration, TimeStarted = TimeStarted
     });
 }
        public ArchetypeChunkComponentObjects <T> GetComponentObjects <T>(ArchetypeChunkComponentType <T> componentType, EntityManager manager)
            where T : class
        {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
            AtomicSafetyHandle.CheckReadAndThrow(componentType.m_Safety);
#endif
            var archetype = m_Chunk->Archetype;

            var typeIndexInArchetype = ChunkDataUtility.GetIndexInTypeArray(archetype, componentType.m_TypeIndex);

            int offset, length;
            var array = manager.ManagedComponentStore.GetManagedObjectRange(m_Chunk, typeIndexInArchetype, out offset, out length);

            var componentArray = new ArchetypeChunkComponentObjects <T>(offset, length, array);
            return(componentArray);
        }
 public T GetSharedComponentData <T>(ArchetypeChunkSharedComponentType <T> chunkSharedComponentData, EntityManager entityManager)
     where T : struct, ISharedComponentData
 {
     return(entityManager.GetSharedComponentData <T>(GetSharedComponentIndex(chunkSharedComponentData)));
 }
示例#17
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 public EntityManagerDebug(EntityManager entityManager)
 {
     m_Manager = entityManager;
 }
示例#18
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 public void Convert(Unity.Entities.Entity entity, Unity.Entities.EntityManager dstManager, GameObjectConversionSystem conversionSystem)
 {
     dstManager.AddComponentData(entity, new CurrentTurnActorTag {
     });
 }
示例#19
0
 public void Convert(Unity.Entities.Entity entity, Unity.Entities.EntityManager dstManager, GameObjectConversionSystem conversionSystem)
 {
     dstManager.AddSharedComponentData(entity, new PlayerViewPrefab {
         Prefab = conversionSystem.GetPrimaryEntity(Prefab)
     });
 }
 public void Convert(Unity.Entities.Entity entity, Unity.Entities.EntityManager dstManager, GameObjectConversionSystem conversionSystem)
 {
     dstManager.AddComponentData(entity, new CameraControllerVS {
         Player = conversionSystem.GetPrimaryEntity(Player)
     });
 }
示例#21
0
 public void Convert(Unity.Entities.Entity entity, Unity.Entities.EntityManager dstManager, GameObjectConversionSystem conversionSystem)
 {
     dstManager.AddComponentData(entity, new PlayerViewTag {
     });
 }
        /// <summary>
        /// Gets the value of a component for an entity.
        /// </summary>
        /// <param name="entity">The entity.</param>
        /// <typeparam name="T">The type of component to retrieve.</typeparam>
        /// <returns>A struct of type T containing the component value.</returns>
        /// <exception cref="ArgumentException">Thrown if the component type has no fields.</exception>
        public static T GetComponentData <T>(this EntityManager manager, Entity entity) where T : class, IComponentData
        {
            var ecs = manager.GetCheckedEntityDataAccess();

            return(ecs->GetComponentData <T>(entity, ecs->ManagedComponentStore));
        }
示例#23
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 public void Convert(Unity.Entities.Entity entity, Unity.Entities.EntityManager dstManager, GameObjectConversionSystem conversionSystem)
 {
     dstManager.AddComponentData(entity, new PaddleInputData {
         inputName = inputName
     });
 }
 /// <summary>
 /// Moves all entities managed by the specified EntityManager to the <see cref="World"/> of this EntityManager.
 /// </summary>
 /// <remarks>
 /// After the move, the entities are managed by this EntityManager.
 ///
 /// Each World has one EntityManager, which manages all the entities in that world. This function
 /// allows you to transfer entities from one world to another.
 ///
 /// **Important:** This function creates a sync point, which means that the EntityManager waits for all
 /// currently running Jobs to complete before moving the entities and no additional Jobs can start before
 /// the function is finished. A sync point can cause a drop in performance because the ECS framework may not
 /// be able to make use of the processing power of all available cores.
 /// </remarks>
 /// <param name="srcEntities">The EntityManager whose entities are appropriated.</param>
 /// <param name="entityRemapping">A set of entity transformations to make during the transfer.</param>
 /// <exception cref="ArgumentException">Thrown if you attempt to transfer entities to the EntityManager
 /// that already owns them.</exception>
 public void MoveEntitiesFrom(EntityManager srcEntities, NativeArray <EntityRemapUtility.EntityRemapInfo> entityRemapping)
 {
     MoveEntitiesFromInternalAll(srcEntities, entityRemapping);
 }
示例#25
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 public void Convert(Unity.Entities.Entity entity, Unity.Entities.EntityManager dstManager, GameObjectConversionSystem conversionSystem)
 {
     dstManager.AddComponentData(entity, new PlayerReadyStateComponent {
         IsReady = IsReady
     });
 }
 /// <summary>
 /// Moves a selection of the entities managed by the specified EntityManager to the <see cref="World"/> of this EntityManager
 /// and fills an array with their <see cref="Entity"/> objects.
 /// </summary>
 /// <remarks>
 /// After the move, the entities are managed by this EntityManager. Use the `output` array to make post-move
 /// changes to the transferred entities.
 ///
 /// Each world has one EntityManager, which manages all the entities in that world. This function
 /// allows you to transfer entities from one World to another.
 ///
 /// **Important:** This function creates a sync point, which means that the EntityManager waits for all
 /// currently running Jobs to complete before moving the entities and no additional Jobs can start before
 /// the function is finished. A sync point can cause a drop in performance because the ECS framework may not
 /// be able to make use of the processing power of all available cores.
 /// </remarks>
 /// <param name="srcEntities">The EntityManager whose entities are appropriated.</param>
 /// <param name="filter">A EntityQuery that defines the entities to move. Must be part of the source
 /// World.</param>
 /// <exception cref="ArgumentException"></exception>
 public void MoveEntitiesFrom(EntityManager srcEntities, EntityQuery filter)
 {
     using (var entityRemapping = srcEntities.CreateEntityRemapArray(Allocator.TempJob))
         MoveEntitiesFromInternalQuery(srcEntities, filter, entityRemapping);
 }
 public void Convert(Unity.Entities.Entity entity, Unity.Entities.EntityManager dstManager, GameObjectConversionSystem conversionSystem)
 {
     dstManager.AddComponentData(entity, new SetBulletVelocity {
         TargetEntity = TargetEntity, TargetPosition = TargetPosition
     });
 }
 /// <summary>
 /// Moves a selection of the entities managed by the specified EntityManager to the <see cref="World"/> of this EntityManager.
 /// </summary>
 /// <remarks>
 /// After the move, the entities are managed by this EntityManager.
 ///
 /// Each world has one EntityManager, which manages all the entities in that world. This function
 /// allows you to transfer entities from one World to another.
 ///
 /// **Important:** This function creates a sync point, which means that the EntityManager waits for all
 /// currently running Jobs to complete before moving the entities and no additional Jobs can start before
 /// the function is finished. A sync point can cause a drop in performance because the ECS framework may not
 /// be able to make use of the processing power of all available cores.
 /// </remarks>
 /// <param name="srcEntities">The EntityManager whose entities are appropriated.</param>
 /// <param name="filter">A EntityQuery that defines the entities to move. Must be part of the source
 /// World.</param>
 /// <param name="entityRemapping">A set of entity transformations to make during the transfer.</param>
 /// <exception cref="ArgumentException">Thrown if the EntityQuery object used as the `filter` comes
 /// from a different world than the `srcEntities` EntityManager.</exception>
 public void MoveEntitiesFrom(EntityManager srcEntities, EntityQuery filter, NativeArray <EntityRemapUtility.EntityRemapInfo> entityRemapping)
 {
     MoveEntitiesFromInternalQuery(srcEntities, filter, entityRemapping);
 }
 public void Convert(Unity.Entities.Entity entity, Unity.Entities.EntityManager dstManager, GameObjectConversionSystem conversionSystem)
 {
     dstManager.AddComponentData(entity, new LogoPosition {
         Value = Value
     });
 }
示例#30
0
        static void ApplyBlobAssetChanges(
            EntityManager entityManager,
            NativeArray <EntityGuid> packedEntityGuids,
            NativeMultiHashMap <int, Entity> packedEntities,
            NativeArray <ComponentType> packedTypes,
            NativeArray <BlobAssetChange> createdBlobAssets,
            NativeArray <byte> createdBlobAssetData,
            NativeArray <ulong> destroyedBlobAssets,
            NativeArray <BlobAssetReferenceChange> blobAssetReferenceChanges)
        {
            if (createdBlobAssets.Length == 0 && blobAssetReferenceChanges.Length == 0)
            {
                return;
            }

            var patcherBlobAssetSystem = entityManager.World.GetOrCreateSystem <EntityPatcherBlobAssetSystem>();

            var blobAssetDataPtr = (byte *)createdBlobAssetData.GetUnsafePtr();

            for (var i = 0; i < createdBlobAssets.Length; i++)
            {
                if (!patcherBlobAssetSystem.TryGetBlobAsset(createdBlobAssets[i].Hash, out _))
                {
                    patcherBlobAssetSystem.AllocateBlobAsset(blobAssetDataPtr, createdBlobAssets[i].Length, createdBlobAssets[i].Hash);
                }

                blobAssetDataPtr += createdBlobAssets[i].Length;
            }

            for (var i = 0; i < destroyedBlobAssets.Length; i++)
            {
                patcherBlobAssetSystem.ReleaseBlobAsset(entityManager, destroyedBlobAssets[i]);
            }

            for (var i = 0; i < blobAssetReferenceChanges.Length; i++)
            {
                var packedComponent = blobAssetReferenceChanges[i].Component;
                var component       = packedTypes[packedComponent.PackedTypeIndex];
                var targetOffset    = blobAssetReferenceChanges[i].Offset;

                BlobAssetReferenceData targetBlobAssetReferenceData;
                if (patcherBlobAssetSystem.TryGetBlobAsset(blobAssetReferenceChanges[i].Value, out var blobAssetPtr))
                {
                    targetBlobAssetReferenceData = new BlobAssetReferenceData {
                        m_Ptr = (byte *)blobAssetPtr.Data
                    };
                }

                if (packedEntities.TryGetFirstValue(packedComponent.PackedEntityIndex, out var entity, out var iterator))
                {
                    do
                    {
                        if (!entityManager.Exists(entity))
                        {
                            Debug.LogWarning($"ApplyBlobAssetReferencePatches<{component}>({packedEntityGuids[packedComponent.PackedEntityIndex]}) but entity to patch does not exist.");
                        }
                        else if (!entityManager.HasComponent(entity, component))
                        {
                            Debug.LogWarning($"ApplyBlobAssetReferencePatches<{component}>({packedEntityGuids[packedComponent.PackedEntityIndex]}) but component in entity to patch does not exist.");
                        }
                        else
                        {
                            if (component.IsBuffer)
                            {
                                var pointer = (byte *)entityManager.GetBufferRawRW(entity, component.TypeIndex);
                                UnsafeUtility.MemCpy(pointer + targetOffset, &targetBlobAssetReferenceData, sizeof(BlobAssetReferenceData));
                            }
#if !NET_DOTS
                            else if (component.IsManagedComponent)
                            {
                                var obj     = entityManager.GetComponentObject <object>(entity, component);
                                var pointer = (byte *)UnsafeUtility.PinGCObjectAndGetAddress(obj, out ulong handle);
                                pointer += TypeManager.ObjectOffset;
                                UnsafeUtility.MemCpy(pointer + targetOffset, &targetBlobAssetReferenceData, sizeof(BlobAssetReferenceData));
                                UnsafeUtility.ReleaseGCObject(handle);
                            }
#endif
                            else
                            {
                                var pointer = (byte *)entityManager.GetComponentDataRawRW(entity, component.TypeIndex);
                                UnsafeUtility.MemCpy(pointer + targetOffset, &targetBlobAssetReferenceData, sizeof(BlobAssetReferenceData));
                            }
                        }
                    }while (packedEntities.TryGetNextValue(out entity, ref iterator));
                }
            }

            // Workaround to catch some special cases where the memory is never released. (e.g. reloading a scene, toggling live-link on/off).
            patcherBlobAssetSystem.ReleaseUnusedBlobAssets();
        }