Unity ECS 基础教学(二)

Unity ECS 基础教学(二)

OK 老规矩,直接上代码上图片:

组件搭载:
注意预制体、材质球以及网格搭载。

在这里插入图片描述

运行效果:

在这里插入图片描述

ECS的组件接口

有四种加载方式以及创建逻辑输出,自己看一下,看不明白就查找一下资料,或者留言吧。
using System.Collections;
using System.Collections.Generic;
using Unity.Entities;
using Unity.Rendering;
using Unity.Transforms;
using UnityEngine;

public class CraeatNewEntity_ZH : MonoBehaviour
{

    //Entity 类型
    private EntityManager _EntityManager;

    [SerializeField]
    private GameObject _GameObjectPrefabe;//预制体
    [SerializeField]
    private Mesh _MyEntityMesh;//网格赋予
    [SerializeField]
    private Material _MyEntityMaterial;//材质赋予



    void Start()
    {
        //赋值
        _EntityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
        CerateMyEntity();
    }


    /// <summary>
    /// 创建 Enity 方法
    /// </summary>
    private void CerateMyEntity()
    {

        #region 组件添加  方式:EntityArchetype


        //组件添加  方式:EntityArchetype
        EntityArchetype _EntityArchetype = _EntityManager.CreateArchetype(
            //组件添加
            typeof(Translation),
            typeof(RenderMesh),
            typeof(Rotation),
            typeof(RenderBounds),
            typeof(LocalToWorld)
            );

        Entity _EntityArchetypeOne = _EntityManager.CreateEntity(_EntityArchetype);


        //组件属性变更
        _EntityManager.SetComponentData(_EntityArchetypeOne, new Translation { Value = Vector3.zero });

        //RenderMesh 赋值才能显示出来
        //组件赋值  RenderMesh  (_EntityNull)
        _EntityManager.AddSharedComponentData(_EntityArchetypeOne, new RenderMesh
        {
            mesh = _MyEntityMesh,
            material = _MyEntityMaterial,
        });



        #endregion



        #region 组件添加  方式:ComponentType 数组

        ComponentType[] _ComponentType = new ComponentType[]
        {
            typeof(Translation),
            typeof(RenderMesh),
            typeof(Rotation),
            typeof(RenderBounds),
            typeof(LocalToWorld)
        };

        //组件赋值  (ComponentType)
        EntityArchetype _EntityArchetypeComponentArray = _EntityManager.CreateArchetype(_ComponentType);

        //创建 Entity  (ComponentType)
        Entity _MyEntityComArray = _EntityManager.CreateEntity(_EntityArchetypeComponentArray);

        //组件属性变更
        _EntityManager.SetComponentData(_MyEntityComArray, new Translation { Value = Vector3.up*2 });

        //组件赋值  (_MyEntityComArray)
        _EntityManager.AddSharedComponentData(_MyEntityComArray, new RenderMesh
        {
            mesh = _MyEntityMesh,
            material = _MyEntityMaterial,
        });

        #endregion


        #region  组件添加  方式:ComponentType 和  EntityArchetype


        ComponentType _Translation = new ComponentType(typeof(Translation), ComponentType.AccessMode.ReadWrite);
        ComponentType _RenderMesh = new ComponentType(typeof(RenderMesh), ComponentType.AccessMode.ReadWrite);
        ComponentType _Rotation = new ComponentType(typeof(Rotation), ComponentType.AccessMode.ReadWrite);
        ComponentType _RenderBounds = new ComponentType(typeof(RenderBounds), ComponentType.AccessMode.ReadWrite);
        ComponentType _LocalToWorld = new ComponentType(typeof(LocalToWorld), ComponentType.AccessMode.ReadWrite);


        //组件赋值  (_EntityArchetypeBlend)
        EntityArchetype _EntityArchetypeBlend = _EntityManager.CreateArchetype(_Translation, _RenderMesh, _Rotation, _RenderBounds, _LocalToWorld);

        //创建 Entity  (_EntityArchetypeBlend)
        Entity _MyEntityOneBy = _EntityManager.CreateEntity(_EntityArchetypeBlend);


        //组件属性变更
        _EntityManager.SetComponentData(_MyEntityOneBy, new Translation { Value = Vector3.up * 4 });

        //组件赋值  (_MyEntity)
        _EntityManager.AddSharedComponentData(_MyEntityOneBy, new RenderMesh
        {
            mesh = _MyEntityMesh,
            material = _MyEntityMaterial,
        });
        #endregion


        #region 组件添加  方式:拷贝 预制体
        BlobAssetStore _BlobAssetStore = new BlobAssetStore();
        GameObjectConversionSettings _Settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, _BlobAssetStore);
        Entity _EntityPrefabe = GameObjectConversionUtility.ConvertGameObjectHierarchy(_GameObjectPrefabe, _Settings);


        //组件属性变更
        _EntityManager.SetComponentData(_EntityPrefabe, new Translation { Value = Vector3.up * 6 });

        //创建 Entity  (_MyEntityCopy)
        Entity _MyEntityCopy = _EntityManager.Instantiate(_EntityPrefabe);


        #endregion


        #region 组件添加  方式:自定义

        //创建 Entity  (_EntityNull)
        Entity _EntityNull = _EntityManager.CreateEntity();
        _EntityManager.AddComponentData(_EntityNull, new Translation { Value = Vector3.one });
        _EntityManager.AddComponentData(_EntityNull, new Rotation { });
        _EntityManager.AddComponentData(_EntityNull, new RenderBounds { });
        _EntityManager.AddComponentData(_EntityNull, new LocalToWorld { });

        //组件属性变更
        _EntityManager.SetComponentData(_EntityNull, new Translation { Value = Vector3.up * 8 });

        //组件赋值  (_EntityNull)
        _EntityManager.AddSharedComponentData(_EntityNull, new RenderMesh
        {

            mesh = _MyEntityMesh,
            material = _MyEntityMaterial,
        });

        #endregion




    }

}


暂时先这样吧,如果有时间的话就会更新,如果实在看不明白就留言,看到我会回复的。

路长远兮,与君共勉。

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

打赏作者

Maddie_Mo

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

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