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using UnityEngine;
using UnityEngine.UI;
using Unity.Entities;
using Unity.Collections;
using Unity.NetCode;
namespace Samples.HelloNetcode
{
public class LagUI : MonoBehaviour
{
public static bool EnableLagCompensation = true;
public Toggle LagToggle;
void Update()
{
EnableLagCompensation = LagToggle.isOn;
}
}
public struct ToggleLagCompensationRequest : IRpcCommand
{
public bool Enable;
public Entity Player;
}
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
public partial struct LagUISystem : ISystem
{
bool m_PrevEnabled;
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<EnableHitScanWeapons>();
state.RequireForUpdate<NetworkIdComponent>();
}
public void OnDestroy(ref SystemState state)
{
}
public void OnUpdate(ref SystemState state)
{
if (m_PrevEnabled == LagUI.EnableLagCompensation
|| !SystemAPI.TryGetSingletonEntity<CharacterControllerPlayerInput>(out var player))
{
return;
}
m_PrevEnabled = LagUI.EnableLagCompensation;
var ent = state.EntityManager.CreateEntity();
state.EntityManager.AddComponentData(ent, new ToggleLagCompensationRequest { Enable = m_PrevEnabled, Player = player });
state.EntityManager.AddComponentData(ent, default(SendRpcCommandRequestComponent));
}
}
public struct LagCompensationEnabled : IComponentData
{
}
[RequireMatchingQueriesForUpdate]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(HelloNetcodeSystemGroup))]
public partial struct LagUIControlSystem : ISystem
{
public void OnCreate(ref SystemState state)
{
}
public void OnDestroy(ref SystemState state)
{
}
public void OnUpdate(ref SystemState state)
{
// Process requests to toggle lag compensation
var cmdBuffer = new EntityCommandBuffer(Allocator.Temp);
foreach (var (toggleRO, entity) in SystemAPI.Query<RefRO<ToggleLagCompensationRequest>>().WithEntityAccess())
{
// Find the correct control entity
var toggle= toggleRO.ValueRO;
switch (toggle.Enable)
{
case false when state.EntityManager.HasComponent<LagCompensationEnabled>(toggle.Player):
cmdBuffer.RemoveComponent<LagCompensationEnabled>(toggle.Player);
break;
case true when !state.EntityManager.HasComponent<LagCompensationEnabled>(toggle.Player):
cmdBuffer.AddComponent<LagCompensationEnabled>(toggle.Player);
break;
}
cmdBuffer.DestroyEntity(entity);
}
cmdBuffer.Playback(state.EntityManager);
}
}
}