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+ managed to include movement for a cube based on physics with DOTS
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using System; | ||
using Unity.Entities; | ||
using Unity.Mathematics; | ||
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[Serializable] | ||
public struct InputHoldComponent : IComponentData | ||
{ | ||
// Add fields to your component here. Remember that: | ||
// | ||
// * A component itself is for storing data and doesn't 'do' anything. | ||
// | ||
// * To act on the data, you will need a System. | ||
// | ||
// * Data in a component must be blittable, which means a component can | ||
// only contain fields which are primitive types or other blittable | ||
// structs; they cannot contain references to classes. | ||
// | ||
// * You should focus on the data structure that makes the most sense | ||
// for runtime use here. Authoring Components will be used for | ||
// authoring the data in the Editor. | ||
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public float3 Value; | ||
} |
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using System.Collections.Generic; | ||
using Unity.Entities; | ||
using UnityEngine; | ||
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public class GameObjectPrefabConversion : MonoBehaviour, IDeclareReferencedPrefabs | ||
{ | ||
[SerializeField] | ||
private GameObject PrefabGameObject; | ||
private EntityManager entityManager; | ||
private Entity PrefabEntity; | ||
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public void DeclareReferencedPrefabs(List<GameObject> referencedPrefabs) | ||
{ | ||
referencedPrefabs.Add(PrefabGameObject); | ||
} | ||
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private void Start() | ||
{ | ||
entityManager = World | ||
.DefaultGameObjectInjectionWorld | ||
.EntityManager; | ||
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var blobAssetStore = World | ||
.DefaultGameObjectInjectionWorld | ||
.GetOrCreateSystem<ConvertToEntitySystem>() | ||
.BlobAssetStore; | ||
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PrefabEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(PrefabGameObject, | ||
GameObjectConversionSettings.FromWorld( | ||
World.DefaultGameObjectInjectionWorld, blobAssetStore | ||
)); | ||
entityManager.SetName(PrefabEntity, PrefabGameObject.name); | ||
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entityManager.Instantiate(PrefabEntity); | ||
} | ||
} |
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