1、创建System,System有类似MonoBehaviour的生命周期
2、
Entities
.WithoutBurst()
.ForEach((ref Translation trans,ref DataComponent data,in Entity entity)=> {
trans.Value += math.normalize(data.target- trans.Value) * data.speed;
}).Run();
此Lambda表达式是遍历带有此组件的所有实体,WithoutBurst()标签是此表达式不使用Burst编译。ref后的组件值在表达式里可以修改,in的值只读。表达式内的代码是实体移动到目标点。
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.Burst;
public class 你的系统名称: JobComponentSystem
{
protected override void OnCreate()
{
}
protected override void OnStartRunning()
{
}
protected override void OnStopRunning()
{
}
protected override void OnStopRunning()
{
}
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
Entities
.WithoutBurst()
.ForEach((ref Translation trans,ref DataComponent data,in Entity entity)=> {
trans.Value += math.normalize(data.target- trans.Value) * data.speed;
}).Run();
return default;
}
}