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Copy pathSnakeSpawnSystem.cs
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60 lines (55 loc) · 2.45 KB
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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
namespace Graphical.Splines
{
public partial struct SnakeSpawnSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<SnakeSettings>();
state.RequireForUpdate<ExecuteSplines>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
state.Enabled = false;
var typeSet = new NativeArray<ComponentType>(2, Allocator.Temp);
typeSet[0] = ComponentType.ReadWrite<Snake>();
typeSet[1] = ComponentType.ReadWrite<SnakePart>();
var snakeArchetype = state.EntityManager.CreateArchetype(typeSet);
var snakeLookup = SystemAPI.GetComponentLookup<Snake>();
var snakePartLookup = SystemAPI.GetBufferLookup<SnakePart>();
foreach (var (snakeSettings, entity) in SystemAPI.Query<RefRO<SnakeSettings>>().WithEntityAccess())
{
using (var snakes =
state.EntityManager.CreateEntity(snakeArchetype, snakeSettings.ValueRO.NumSnakes,
state.WorldUpdateAllocator))
{
var partsCount = snakeSettings.ValueRO.NumSnakes * snakeSettings.ValueRO.NumPartsPerSnake;
using (var snakeParts =
state.EntityManager.Instantiate(snakeSettings.ValueRO.Prefab, partsCount,
state.WorldUpdateAllocator))
{
for (int i = 0; i < snakes.Length; i += 1)
{
snakeLookup[snakes[i]] = new Snake
{
Anchor = new float3(0, i + 1, 0) * 2,
Offset = -(i + 1) * 2,
SplineEntity = entity,
Speed = snakeSettings.ValueRO.Speed,
Spacing = snakeSettings.ValueRO.Spacing,
};
var slice = snakeParts.Slice(i * snakeSettings.ValueRO.NumPartsPerSnake,
snakeSettings.ValueRO.NumPartsPerSnake);
snakePartLookup[snakes[i]].Reinterpret<Entity>().CopyFrom(slice);
}
}
}
}
}
}
}