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Copy pathSpawnRandomCircleSystem.cs
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74 lines (64 loc) · 2.68 KB
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using System.Collections.Generic;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Samples.Common;
using Unity.Transforms;
namespace Samples.Common
{
public class SpawnRandomCircleSystem : ComponentSystem
{
struct Group
{
[ReadOnly]
public SharedComponentDataArray<SpawnRandomCircle> Spawner;
public ComponentDataArray<Position> Position;
public EntityArray Entity;
public readonly int Length;
}
[Inject] Group m_Group;
protected override void OnUpdate()
{
while (m_Group.Length != 0)
{
var spawner = m_Group.Spawner[0];
var sourceEntity = m_Group.Entity[0];
var center = m_Group.Position[0].Value;
var entities = new NativeArray<Entity>(spawner.count, Allocator.Temp);
EntityManager.Instantiate(spawner.prefab, entities);
var positions = new NativeArray<float3>(spawner.count, Allocator.Temp);
if (spawner.spawnLocal)
{
GeneratePoints.RandomPointsOnCircle(new float3(), spawner.radius, ref positions);
for (int i = 0; i < spawner.count; i++)
{
var position = new LocalPosition
{
Value = positions[i]
};
EntityManager.SetComponentData(entities[i],position);
EntityManager.AddComponentData(entities[i], new TransformParent { Value = sourceEntity});
}
}
else
{
GeneratePoints.RandomPointsOnCircle(center, spawner.radius, ref positions);
for (int i = 0; i < spawner.count; i++)
{
var position = new Position
{
Value = positions[i]
};
EntityManager.SetComponentData(entities[i],position);
}
}
entities.Dispose();
positions.Dispose();
EntityManager.RemoveComponent<SpawnRandomCircle>(sourceEntity);
// Instantiate & AddComponent & RemoveComponent calls invalidate the injected groups,
// so before we get to the next spawner we have to reinject them
UpdateInjectedComponentGroups();
}
}
}
}