protected override void OnCreate() { _simulateCycleSystemGroup = World.GetOrCreateSystem <SimulateCycleSystemGroup>(); _dynamicNarrowPhaseSystem = World.GetOrCreateSystem <DynamicNarrowPhaseSystem>(); _staticNarrowPhaseSystem = World.GetOrCreateSystem <StaticNarrowPhaseSystem>(); _collDataEntityQuery = EntityManager.CreateEntityQuery(typeof(ColliderData)); }
protected override void OnCreate() { _flipperDataQuery = EntityManager.CreateEntityQuery(ComponentType.ReadOnly <FlipperMovementData>(), ComponentType.ReadOnly <FlipperStaticData>()); _collisionEventDataQuery = EntityManager.CreateEntityQuery(ComponentType.ReadOnly <CollisionEventData>()); _staticBroadPhaseSystem = World.GetOrCreateSystem <StaticBroadPhaseSystem>(); _dynamicBroadPhaseSystem = World.GetOrCreateSystem <DynamicBroadPhaseSystem>(); _staticNarrowPhaseSystem = World.GetOrCreateSystem <StaticNarrowPhaseSystem>(); _dynamicNarrowPhaseSystem = World.GetOrCreateSystem <DynamicNarrowPhaseSystem>(); _displacementSystemGroup = World.GetOrCreateSystem <UpdateDisplacementSystemGroup>(); _staticCollisionSystem = World.GetOrCreateSystem <StaticCollisionSystem>(); _dynamicCollisionSystem = World.GetOrCreateSystem <DynamicCollisionSystem>(); _contactSystem = World.GetOrCreateSystem <ContactSystem>(); _ballSpinHackSystem = World.GetOrCreateSystem <BallSpinHackSystem>(); _systemsToUpdate.Add(_staticBroadPhaseSystem); _systemsToUpdate.Add(_dynamicBroadPhaseSystem); _systemsToUpdate.Add(_staticNarrowPhaseSystem); _systemsToUpdate.Add(_dynamicNarrowPhaseSystem); _systemsToUpdate.Add(_displacementSystemGroup); _systemsToUpdate.Add(_staticCollisionSystem); _systemsToUpdate.Add(_dynamicCollisionSystem); _systemsToUpdate.Add(_contactSystem); _systemsToUpdate.Add(_ballSpinHackSystem); Contacts = new NativeList <ContactBufferElement>(Allocator.Persistent); }