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Copy pathCircleBakingSystem.cs
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35 lines (31 loc) · 1.51 KB
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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Entities.Serialization;
namespace Streaming.SceneManagement.SectionMetadata
{
// Adds each circle to the metadata entity of its section.
// (It is assumed each circle belongs to a different section.)
[WorldSystemFilter(WorldSystemFilterFlags.BakingSystem)]
partial struct CircleBakingSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// Cleanup from previous baking.
var cleanupQuery = SystemAPI.QueryBuilder().WithAll<Circle, SectionMetadataSetup>().Build();
state.EntityManager.RemoveComponent<Circle>(cleanupQuery);
var circleQuery = SystemAPI.QueryBuilder().WithAll<Circle, SceneSection>().Build();
var circles = circleQuery.ToComponentDataArray<Circle>(Allocator.Temp);
var circleEntities = circleQuery.ToEntityArray(Allocator.Temp);
var sectionQuery = SystemAPI.QueryBuilder().WithAll<SectionMetadataSetup>().Build();
for (int index = 0; index < circleEntities.Length; ++index)
{
var sceneSection = state.EntityManager.GetSharedComponent<SceneSection>(circleEntities[index]);
var sectionEntity = SerializeUtility.GetSceneSectionEntity(sceneSection.Section, state.EntityManager,
ref sectionQuery, true);
state.EntityManager.AddComponentData(sectionEntity, circles[index]);
}
}
}
}