应用Unity的Dots技术再一个锥形范围内不断生成子弹

应用Unity的Dots技术再一个锥形范围内不断生成子弹《一》

创建一个子弹结构体

public struct BulletMove : IComponentData
{
public float MoveSpeed;
public float ExistTime;
}

创建子弹移动系统

创建一个子弹生成时间,遍历拥有这些结构体的组件,并操纵这些实体!

private readonly float LifeTime = 5f;

protected override void OnUpdate()
{
    Entities.ForEach((Entity e, ref BulletMove bulletMoveSpeed, ref Translation transform, ref LocalToWorld lw) => 
    {
        transform.Value += (float3)Vector3.Normalize(lw.Forward) * bulletMoveSpeed.MoveSpeed * Time.DeltaTime;

        Debug.Log(bulletMoveSpeed.ExistTime + "  : bulletMoveSpeed.ExistTime   ::");
        
        if(UnityEngine.Time.realtimeSinceStartup - bulletMoveSpeed.ExistTime > LifeTime)
        {
            EntityManager.DestroyEntity(e);
        }
    });
}

生成一定数量的实体

public Mesh m_mesh;
public Material m_material;//这里写好后记得出去给这两个玩意儿赋值
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
Fire();
}
}

private void Fire()
{
    EntityManager entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
    EntityArchetype archeType = entityManager.CreateArchetype(
        typeof(RenderMesh), typeof(Translation), typeof(RenderBounds), 
        typeof(BulletMove), typeof(LocalToWorld), typeof(Rotation)//typeof(LocalToParent)
        );

    NativeArray<Entity> entityArray = new NativeArray<Entity>(10000, Allocator.Temp);这里的数量是多少就创建多少个实体!
    entityManager.CreateEntity(archeType, entityArray);
    for (int i = 0; i < entityArray.Length; i++)
    {
        entityManager.SetSharedComponentData(entityArray[i], new RenderMesh
        {
            mesh = m_mesh,
            material = m_material
        });
        entityManager.SetComponentData(entityArray[i], new Rotation
        {
            Value = quaternion.Euler(0, (float)UnityEngine.Random.Range(-30, 30) / 30, 0)
        });
        entityManager.SetComponentData(entityArray[i], new Translation
        {
            Value = new float3(/*UnityEngine.Random.Range(0, 15)*/0, 0, 0)
        });
        entityManager.SetComponentData(entityArray[i], new BulletMove
        {
            MoveSpeed = 10f,
            ExistTime = (float)Time.realtimeSinceStartup
        });

    }


    entityArray.Dispose();

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转载自blog.csdn.net/bellainvan/article/details/119789598