【DOTS】 01_生成cube并随机移动

一、目的

  • 实现生成Cube
  • 随机移动Cube
    • 随机修改方向数据
    • 移动

二、开始

1、构建一个CubeMoveAuthoring类,用于将数据拿进ECS
2、创建一些需要的ComponentData

  • SpawnerObjComponentData:用于生成cube
  • CubeMoveComponentData:用于移动
  • ChangeMoveDirIntervalComponentData:用于切换移动方向的计时器数据
using Unity.Entities;
using Unity.Mathematics;
using UnityEngine;

namespace DEMO._01_CubeMove
{
    /// <summary>
    /// 场景中挂载的,类似Config的东西
    /// </summary>
    public class CubeMoveAuthoring : MonoBehaviour
    {
        // 随机切换位置的时间 
        public float intervalTime;
        // 生成的数量
        public int spawnerCount;

        // 最小速度
        public float minSpeed;
        // 最大速度
        public float maxSpeed;
        
        // 生成的obj原型
        public GameObject obj;
        
        // 构建Baker
        private class CubeMoveBaker : Baker<CubeMoveAuthoring>
        {
            public override void Bake(CubeMoveAuthoring authoring)
            {
                // 动态构建一个Entity
                var entity = GetEntity(TransformUsageFlags.Dynamic); 
                
                // 给这个Entity添加SpawnerObjComponentData组件
                AddComponent(entity,new SpawnerObjComponentData()
                {
                    spawnerCount = authoring.spawnerCount,
                    spawnerObj = GetEntity(authoring.obj,TransformUsageFlags.Dynamic),
                    minSpeed = authoring.minSpeed,
                    maxSpeed = authoring.maxSpeed,
                    intervalTime = authoring.intervalTime
                });
            }
        }
    }

    // 用于将编辑器里的值拿给ECS 的Bake用组件
    public struct SpawnerObjComponentData : IComponentData
    {
        public int spawnerCount;
        public Entity spawnerObj;
        public float minSpeed;
        public float maxSpeed;
        public float intervalTime;
    }
    
    // 移动组件
    public struct CubeMoveComponentData : IComponentData
    {
        public float3 moveDir;
        public float moveSpeed;
    }

    /// <summary>
    /// 修改移动方向的数据的组件
    /// </summary>
    public struct ChangeMoveDirIntervalComponentData : IComponentData
    {
        public float intervalTime;
        public float curIntervalTime;
    }
}

3、创建SpawnerObjSystem.cs用于生成Cube

using DEMO.Common;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;

namespace DEMO._01_CubeMove
{
    /// <summary>
    /// 负责生成cube  (没用job)
    /// </summary>
    [BurstCompile]
    public partial struct SpawnerObjSystem : ISystem
    {
        [BurstCompile]
        public void OnCreate(ref SystemState state)
        {
            //限制只有在有DemoCubeMove和SpawnerObjComponentData的情况下才执行
            state.RequireForUpdate<DemoCubeMove>();
            state.RequireForUpdate<SpawnerObjComponentData>();
        }

        [BurstCompile]
        public void OnUpdate(ref SystemState state)
        {
            //只执行一次
            state.Enabled = false; 
            
            //获取单例
            var spawnerObjData = SystemAPI.GetSingleton<SpawnerObjComponentData>();

            //构建需要生成的数组
            NativeArray<Entity> entities = new NativeArray<Entity>(spawnerObjData.spawnerCount,Allocator.Temp);

            //实例化Entity
            state.EntityManager.Instantiate(spawnerObjData.spawnerObj, entities);

            //创建随机数
            Random random = Random.CreateFromIndex((uint)SystemAPI.Time.ElapsedTime);
            
            foreach (Entity entity in entities)
            {
                //修改坐标
                state.EntityManager.SetComponentData(entity,LocalTransform.FromPosition(random.NextFloat3(-10,10)));
                
                //添加修改位置间隔组件
                state.EntityManager.AddComponentData(entity,new ChangeMoveDirIntervalComponentData()       
                {                                                                  
                    intervalTime = spawnerObjData.intervalTime,                         
                    curIntervalTime = spawnerObjData.intervalTime                       
                });                                                                
                
                //添加移动组件
                state.EntityManager.AddComponentData(entity, new CubeMoveComponentData()
                {
                    moveDir = 0,
                    moveSpeed = random.NextFloat(spawnerObjData.minSpeed,spawnerObjData.maxSpeed)
                });
            }
        }
    }
}

4、创建ChangeCubeMoveDirSystem.cs,根据倒计时间隔,随机修改移动方向

using DEMO.Common;
using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;

namespace DEMO._01_CubeMove
{  
    /// <summary>
    /// 修改移动方向,在CubeMoveSystem之前调用   (没用job)
    /// </summary>
    [UpdateBefore(typeof(CubeMoveSystem))]
    [BurstCompile]
    public partial struct ChangeCubeMoveDirSystem : ISystem
    {
        [BurstCompile]
        public void OnCreate(ref SystemState state)
        { 
            //限制只有在有DemoCubeMove和CubeMoveComponentData和ChangeMoveDirIntervalComponentData的情况下才执行
            state.RequireForUpdate<DemoCubeMove>();
            state.RequireForUpdate<CubeMoveComponentData>();
            state.RequireForUpdate<ChangeMoveDirIntervalComponentData>();
        }

        [BurstCompile]
        public void OnUpdate(ref SystemState state)
        {
            // deltaTime用于间隔时间的计算
            float deltaTime = SystemAPI.Time.DeltaTime;
            
            // 用流逝时间做个随机数
            Random r = Random.CreateFromIndex((uint)SystemAPI.Time.ElapsedTime);

            // 遍历查询
            foreach (var changeCubeMoveDirAspect in SystemAPI.Query<ChangeCubeMoveDirAspect>())
            {
                // 判断间隔时间是否达到
                if (changeCubeMoveDirAspect.UpdateChangeTime(deltaTime))
                {
                    // 如果达到则随机修改移动方向
                    changeCubeMoveDirAspect.ChangeMoveDir(r.NextFloat3(new float3(-1),new float3(1)));
                }
            }
        }
    }
    
    /// <summary>
    /// 构建了个结构,用于查询
    /// </summary>
    readonly partial struct ChangeCubeMoveDirAspect: IAspect
    {
        public readonly RefRW<CubeMoveComponentData> moveData;
        public readonly RefRW<ChangeMoveDirIntervalComponentData> changeDirData;

        /// <summary>
        /// 更新时间
        /// </summary> 
        public bool UpdateChangeTime(float deltaTime)
        {
            if (changeDirData.ValueRO.curIntervalTime > 0)
            {
                changeDirData.ValueRW.curIntervalTime -= deltaTime;
                return false;
            } 
            changeDirData.ValueRW.curIntervalTime = changeDirData.ValueRO.intervalTime;
            return true;
        }
        
        /// <summary>
        /// 修改移动方向
        /// </summary> 
        public void ChangeMoveDir(float3 dir)
        {
            moveData.ValueRW.moveDir = dir;
        }
    } 
}

5、创建CubeMoveSystem.cs让cube移动

using DEMO.Common;
using Unity.Burst;
using Unity.Entities;
using Unity.Transforms;

namespace DEMO._01_CubeMove
{
    /// <summary>
    /// 负责Cube移动  (没用job)
    /// </summary>
    [BurstCompile]
    public partial struct CubeMoveSystem : ISystem
    {
        [BurstCompile]
        public void OnCreate(ref SystemState state)
        {
            // 限制只有在有DemoCubeMove和CubeMoveComponentData的情况下才执行 
            state.RequireForUpdate<DemoCubeMove>();
            state.RequireForUpdate<CubeMoveComponentData>();
        }

        [BurstCompile]
        public void OnUpdate(ref SystemState state)
        {  
            // 查询组件,更新位置
            var deltaTime = SystemAPI.Time.DeltaTime;
            foreach (var (transform, moveData) in
                     SystemAPI.Query<RefRW<LocalTransform>, RefRO<CubeMoveComponentData>>())
            {
                transform.ValueRW.Position += moveData.ValueRO.moveDir * moveData.ValueRO.moveSpeed * deltaTime;
            }
        }
    }
}

三、效果展示

直接拉满生成数量
在这里插入图片描述

运行看看
在这里插入图片描述

十万个Cube,没使用job,能跑45~50帧
请添加图片描述

  • 0
    点赞
  • 2
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值