public SimpleChunkIterator(ref ArchetypeView buffer) { _source = buffer; _index = -1; }
public EventBatch(EntityManager em, EventDefinition definition, Allocator allocator = Allocator.Persistent) : this() { var componentType = ComponentType.FromTypeIndex(definition.ComponentTypeInfo.TypeIndex); var bufferType = ComponentType.FromTypeIndex(definition.BufferTypeInfo.TypeIndex); var bufferLinkType = ComponentType.ReadWrite <BufferLink>(); HasBuffer = definition.BufferTypeInfo.TypeIndex != 0; HasComponent = definition.ComponentTypeInfo.TypeIndex != 0; var components = new List <ComponentType>() { definition.MetaType, }; if (HasComponent) { components.AddRange(new[] { componentType, }); } if (HasBuffer) { components.AddRange(new[] { bufferType, bufferLinkType, }); } Archetype = em.CreateArchetype(components.ToArray()); var inactiveComponents = new List <ComponentType>(components) { ComponentType.ReadWrite <Disabled>() }; InactiveArchetype = em.CreateArchetype(inactiveComponents.ToArray()); Allocator = allocator; ComponentType = componentType; ComponentTypeIndex = definition.ComponentTypeInfo.TypeIndex; ComponentTypeSize = definition.ComponentTypeInfo.SizeInChunk; BufferType = bufferType; BufferTypeIndex = definition.BufferTypeInfo.TypeIndex; BufferElementSize = definition.BufferTypeInfo.ElementSize; BufferSizeInChunk = definition.BufferTypeInfo.SizeInChunk; BufferAlignmentInBytes = definition.BufferTypeInfo.AlignmentInBytes; BufferLinkTypeIndex = TypeManager.GetTypeIndex <BufferLink>(); StartingPoolSize = definition.StartingPoolSize; ComponentQueue = new EventQueue(ComponentTypeIndex, ComponentTypeSize, BufferTypeIndex, BufferElementSize, allocator); Offsets = GetChunkOffsets(em, Archetype, definition.MetaType, componentType, bufferType, bufferLinkType); ActiveChunks = new ArchetypeView(Archetype); InactiveChunks = new ArchetypeView(InactiveArchetype); ActiveArchetypeChunks = new UnsafeList(Allocator.Persistent); ActiveFullArchetypeChunks = new UnsafeList(Allocator.Persistent); ActivePartialArchetypeChunk = new UnsafeList(Allocator.Persistent); InactiveFullArchetypeChunks = new UnsafeList(Allocator.Persistent); InactivePartialArchetypeChunk = new UnsafeList(Allocator.Persistent); if (definition.StartingPoolSize > 0) { CreateInactiveEntities(em, definition.StartingPoolSize); UpdateChunkCollections(); } }