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https://github.com/maxartz15/VertexAnimation.git
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48 lines
1.4 KiB
C#
48 lines
1.4 KiB
C#
using Unity.Entities;
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[UnityEngine.RequireComponent(typeof(ConvertToEntity))]
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public class SpawnerComponentAuthoring : UnityEngine.MonoBehaviour, IDeclareReferencedPrefabs, IConvertGameObjectToEntity
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{
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public UnityEngine.GameObject prefab;
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public int countX = 1;
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public int countY = 1;
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public int countZ = 1;
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public int spaceX = 1;
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public int spaceY = 1;
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public int spaceZ = 1;
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// Referenced prefabs have to be declared so that the conversion system knows about them ahead of time
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public void DeclareReferencedPrefabs(System.Collections.Generic.List<UnityEngine.GameObject> gameObjects)
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{
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gameObjects.Add(prefab);
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}
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// Lets you convert the editor data representation to the entity optimal runtime representation
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public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
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{
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var spawnerData = new SpawnerComponent
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{
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// The referenced prefab will be converted due to DeclareReferencedPrefabs.
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// So here we simply map the game object to an entity reference to that prefab.
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entity = conversionSystem.GetPrimaryEntity(prefab),
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countX = countX,
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countY = countY,
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countZ = countZ,
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spaceX = spaceX,
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spaceY = spaceY,
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spaceZ = spaceZ
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};
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dstManager.AddComponentData(entity, spawnerData);
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}
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}
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public struct SpawnerComponent : IComponentData
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{
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public Entity entity;
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public int countX;
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public int countY;
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public int countZ;
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public int spaceX;
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public int spaceY;
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public int spaceZ;
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} |