using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Transforms;
///
/// Spawn one prefab entity at a time at a random position on grid at the given frequency.
///
public partial class CartesianGridOnCubeSoloSpawnerSystem : SystemBase
{
BeginInitializationEntityCommandBufferSystem m_EntityCommandBufferSystem;
EntityQuery m_GridQuery;
protected override void OnCreate()
{
// Cache the BeginInitializationEntityCommandBufferSystem in a field, so we don't have to create it every frame
m_EntityCommandBufferSystem = World.GetOrCreateSystemManaged();
m_GridQuery = GetEntityQuery(ComponentType.ReadOnly());
RequireForUpdate(m_GridQuery);
}
protected override void OnUpdate()
{
// Clamp delta time so you can't overshoot.
var deltaTime = math.min(SystemAPI.Time.DeltaTime, 0.05f);
var commandBuffer = m_EntityCommandBufferSystem.CreateCommandBuffer();
var cartesianGridCube = GetSingleton();
var rowCount = cartesianGridCube.Blob.Value.RowCount;
// Offset to center of board
var cx = (float)rowCount * 0.5f;
var cy = (float)rowCount * 0.5f;
Entities.ForEach((ref SoloSpawner soloSpawner) =>
{
var secondsUntilGenerate = soloSpawner.SecondsUntilGenerate;
secondsUntilGenerate -= deltaTime;
if (secondsUntilGenerate <= 0.0f)
{
if (soloSpawner.GeneratedCount < soloSpawner.GenerateMaxCount)
{
var entity = commandBuffer.Instantiate(soloSpawner.Prefab);
var u = soloSpawner.Random.NextInt(0, rowCount - 1);
var v = soloSpawner.Random.NextInt(0, rowCount - 1);
var x = u - cx + 0.5f;
var z = v - cy + 0.5f;
var y = 1.0f;
var faceIndex = soloSpawner.Random.NextInt(0, 6);
#if !ENABLE_TRANSFORM_V1
commandBuffer.SetComponent(entity, new LocalToWorldTransform { Value = UniformScaleTransform.FromPosition(new float3(x, y, z)) });
#else
commandBuffer.SetComponent(entity, new Translation { Value = new float3(x, y, z) });
#endif
commandBuffer.AddComponent(entity, new CartesianGridOnCubeFace { Value = (byte)faceIndex });
soloSpawner.GeneratedCount++;
}
secondsUntilGenerate = soloSpawner.CoolDownSeconds;
}
soloSpawner.SecondsUntilGenerate = secondsUntilGenerate;
}).Run();
}
}