Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using Unity.Entities;
using Unity.Mathematics;
using static WaterSystem.BuoyantObject2;
public struct BuoyantData : IComponentData
{
public BuoyancyType type;
public float voxelResolution;
public float3 normal;
public float3 localArchimedesForce;
public float percentSubmerged;
public float baseDrag;
public float baseAngularDrag;
}
//you can't have two buffers of the same type on an entity, so you need a new struct for each float3 you want to map.
public struct VoxelOffset : IBufferElementData
{
public float3 Value;
}
public struct VoxelHeight : IBufferElementData
{
public float3 Value;
}
//Now, your query needs to check for BuoyantData, VoxelOffset and VoxelHeight
//Your component itself doesn't define the behaviour, your query does. And your query probably will have several components in it.