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Copy pathCartesianGridOnPlaneBounceOffWallsSystem.cs
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67 lines (59 loc) · 3.03 KB
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using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Transforms;
[UpdateInGroup(typeof(CartesianGridChangeDirectionSystemGroup))]
public unsafe partial class CartesianGridOnPlaneBounceOffWallsSystem : SystemBase
{
EntityQuery m_GridQuery;
int m_NextPathCounter = 0;
protected override void OnCreate()
{
m_GridQuery = GetEntityQuery(ComponentType.ReadOnly<CartesianGridOnPlane>());
RequireForUpdate(m_GridQuery);
}
protected override void OnUpdate()
{
int pathOffset = CartesianGridMovement.NextPathIndex(ref m_NextPathCounter);
// Get component data from the Grid (GridPlane or GridCube)
var cartesianGridPlane = SystemAPI.GetSingleton<CartesianGridOnPlane>();
var rowCount = cartesianGridPlane.Blob.Value.RowCount;
var colCount = cartesianGridPlane.Blob.Value.ColCount;
var gridWalls = (byte*)cartesianGridPlane.Blob.Value.Walls.GetUnsafePtr();
var trailingOffsets = (float2*)cartesianGridPlane.Blob.Value.TrailingOffsets.GetUnsafePtr();
// Offset center to grid cell
var cellCenterOffset = new float2(((float)colCount * 0.5f) - 0.5f, ((float)rowCount * 0.5f) - 0.5f);
Entities
.WithName("CartesianGridPlaneChangeDirection")
.WithNativeDisableUnsafePtrRestriction(trailingOffsets)
.WithNativeDisableUnsafePtrRestriction(gridWalls)
.WithEntityQueryOptions(EntityQueryOptions.FilterWriteGroup)
.ForEach((ref CartesianGridDirection gridDirection,
ref CartesianGridCoordinates gridCoordinates,
#if !ENABLE_TRANSFORM_V1
ref LocalTransform transform) =>
#else
ref Translation translation) =>
#endif
{
var dir = gridDirection.Value;
#if !ENABLE_TRANSFORM_V1
var nextGridPosition = new CartesianGridCoordinates(transform.Position.xz + trailingOffsets[dir], rowCount, colCount);
if (gridCoordinates.Equals(nextGridPosition))
{
// Don't allow translation to drift
transform.Position = CartesianGridMovement.SnapToGridAlongDirection(transform.Position, dir, gridCoordinates, cellCenterOffset);
#else
var nextGridPosition = new CartesianGridCoordinates(translation.Value.xz + trailingOffsets[dir], rowCount, colCount);
if (gridCoordinates.Equals(nextGridPosition))
{
// Don't allow translation to drift
translation.Value = CartesianGridMovement.SnapToGridAlongDirection(translation.Value, dir, gridCoordinates, cellCenterOffset);
#endif
return; // Still in the same grid cell. No need to change direction.
}
gridCoordinates = nextGridPosition;
gridDirection.Value = CartesianGridMovement.BounceDirectionOffWalls(gridCoordinates, dir, rowCount, colCount, gridWalls, pathOffset);
}).Schedule();
}
}