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31 lines (27 loc) · 917 Bytes
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using Unity.Entities;
using UnityEngine;
using UnityEngine.Serialization;
public interface IReceiveEntity
{
void SetReceivedEntity(Entity entity);
}
public struct SentEntity : IComponentData {}
public class EntitySender : MonoBehaviour, IConvertGameObjectToEntity
{
public GameObject[] EntityReceivers;
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
dstManager.AddComponentData(entity, new SentEntity() {});
foreach (var EntityReceiver in EntityReceivers)
{
var potentialReceivers = EntityReceiver.GetComponents<MonoBehaviour>();
foreach (var potentialReceiver in potentialReceivers)
{
if (potentialReceiver is IReceiveEntity receiver)
{
receiver.SetReceivedEntity(entity);
}
}
}
}
}