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55 lines (50 loc) · 1.69 KB
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using System;
using Unity.Entities;
using Unity.Entities.Content;
using Unity.Entities.Serialization;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Streaming.AssetManagement
{
public class AssetAuthoring : MonoBehaviour
{
[SerializeField] public References References;
class Baker : Baker<AssetAuthoring>
{
public override void Bake(AssetAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.None);
AddComponent(entity, authoring.References);
}
}
}
[Serializable]
public struct References : IComponentData
{
public EntitySceneReference EntitySceneReference;
public EntityPrefabReference EntityPrefabReference;
public WeakObjectSceneReference GameObjectSceneReference;
public WeakObjectReference<GameObject> GameObjectPrefabReference;
public WeakObjectReference<Mesh> MeshReference;
public WeakObjectReference<Material> MaterialReference;
public WeakObjectReference<Texture> TextureReference;
public WeakObjectReference<Shader> ShaderReference;
}
public struct RequestUnload : IComponentData
{
}
#if !UNITY_DISABLE_MANAGED_COMPONENTS
public class Loading : IComponentData
{
public Scene GameObjectScene;
public GameObject GameObjectPrefabInstance;
public GameObject MeshGameObjectInstance;
public GameObject MaterialGameObjectInstance;
public GameObject TextureGameObjectInstance;
public Entity EntityScene;
public Entity EntityPrefab;
public Entity EntityPrefabInstance;
public Shader ShaderInstance;
}
#endif
}