using System.Collections.Generic; using Unity.Collections; using Unity.Entities; using Unity.Transforms; using Unity.Mathematics; namespace TAO.VertexAnimation { // System to update all the animations. public partial struct AnimatorSystem : ISystem { public void OnCreate( ref SystemState state ) { } public void OnDestroy( ref SystemState state ) { } public void OnUpdate( ref SystemState state ) { float deltaTime = SystemAPI.Time.DeltaTime; EntityCommandBuffer ecb = new EntityCommandBuffer( Allocator.Temp ); int i = 0; foreach ( var animatorAspect in SystemAPI. Query < AnimatorAspect >() ) { animatorAspect.UpdateAnimator( deltaTime, ecb.AsParallelWriter(), ref i ); } ecb.Playback( state.EntityManager ); } } }