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 System;
using System.Collections.Generic;
using System.Reflection;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using EntityOffsetInfo = Unity.Entities.TypeManager.EntityOffsetInfo;
namespace Unity.Entities
{
public static unsafe class EntityRemapUtility
{
public struct EntityRemapInfo
{
public int SourceVersion;
public Entity Target;
}
public struct SparseEntityRemapInfo
{
public Entity Src;
public Entity Target;
}
public static void GetTargets(out NativeArray<Entity> output, NativeArray<EntityRemapInfo> remapping)
{
NativeArray<Entity> temp = new NativeArray<Entity>(remapping.Length, Allocator.TempJob);
var outputs = 0;
for (var i = 0; i < remapping.Length; ++i)
if (remapping[i].Target != Entity.Null)
temp[outputs++] = remapping[i].Target;
output = new NativeArray<Entity>(outputs, Allocator.Persistent);
UnsafeUtility.MemCpy(output.GetUnsafePtr(), temp.GetUnsafePtr(), sizeof(Entity) * outputs);
temp.Dispose();
}
public static void AddEntityRemapping(ref NativeArray<EntityRemapInfo> remapping, Entity source, Entity target)
{
remapping[source.Index] = new EntityRemapInfo { SourceVersion = source.Version, Target = target };
}
public static Entity RemapEntity(ref NativeArray<EntityRemapInfo> remapping, Entity source)
{
if (source.Version == remapping[source.Index].SourceVersion)
return remapping[source.Index].Target;
else
{
// When moving whole worlds, we do not allow any references that aren't in the new world
// to avoid any kind of accidental references
return Entity.Null;
}
}
public static Entity RemapEntityForPrefab(SparseEntityRemapInfo* remapping, int remappingCount, Entity source)
{
// When instantiating prefabs,
// internal references are remapped.
for (int i = 0; i != remappingCount; i++)
{
if (source == remapping[i].Src)
return remapping[i].Target;
}
// And external references are kept.
return source;
}
public struct EntityPatchInfo
{
public int Offset;
public int Stride;
}
public struct BufferEntityPatchInfo
{
// Offset within chunk where first buffer header can be found
public int BufferOffset;
// Stride between adjacent buffers that need patching
public int BufferStride;
// Offset (from base pointer of array) where entities live
public int ElementOffset;
// Stride between adjacent buffer elements
public int ElementStride;
}
#if NET_DOTS
// @TODO TINY -- Need to use UnsafeArray to provide a view of the data in sEntityOffsetArray in the static type manager
public static EntityOffsetInfo[] CalculateEntityOffsets<T>()
{
return null;
}
#else
public static EntityOffsetInfo[] CalculateEntityOffsets<T>()
{
return CalculateEntityOffsets(typeof(T));
}
public static bool HasEntityMembers(Type type)
{
if (type == typeof(Entity))
return true;
var fields = type.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
foreach (var field in fields)
{
if (field.FieldType.IsValueType && !field.FieldType.IsPrimitive)
{
if (HasEntityMembers(field.FieldType))
return true;
}
}
return false;
}
public static EntityOffsetInfo[] CalculateEntityOffsets(Type type)
{
var offsets = new List<EntityOffsetInfo>();
CalculateEntityOffsetsRecurse(ref offsets, type, 0);
if (offsets.Count > 0)
return offsets.ToArray();
else
return null;
}
static void CalculateEntityOffsetsRecurse(ref List<EntityOffsetInfo> offsets, Type type, int baseOffset)
{
if (type == typeof(Entity))
{
offsets.Add(new EntityOffsetInfo { Offset = baseOffset });
}
else
{
var fields = type.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
foreach (var field in fields)
{
if (field.FieldType.IsValueType && !field.FieldType.IsPrimitive)
CalculateEntityOffsetsRecurse(ref offsets, field.FieldType, baseOffset + UnsafeUtility.GetFieldOffset(field));
}
}
}
#endif
public static EntityPatchInfo* AppendEntityPatches(EntityPatchInfo* patches, EntityOffsetInfo* offsets, int offsetCount, int baseOffset, int stride)
{
if (offsets == null)
return patches;
for (int i = 0; i < offsetCount; i++)
patches[i] = new EntityPatchInfo { Offset = baseOffset + offsets[i].Offset, Stride = stride };
return patches + offsetCount;
}
public static BufferEntityPatchInfo* AppendBufferEntityPatches(BufferEntityPatchInfo* patches, EntityOffsetInfo* offsets, int offsetCount, int bufferBaseOffset, int bufferStride, int elementStride)
{
if (offsets == null)
return patches;
for (int i = 0; i < offsetCount; i++)
{
patches[i] = new BufferEntityPatchInfo
{
BufferOffset = bufferBaseOffset,
BufferStride = bufferStride,
ElementOffset = offsets[i].Offset,
ElementStride = elementStride,
};
}
return patches + offsetCount;
}
public static void PatchEntities(EntityOffsetInfo[] scalarPatches, byte* data, ref NativeArray<EntityRemapInfo> remapping)
{
// Patch scalars (single components) with entity references.
for (int i = 0; i < scalarPatches.Length; i++)
{
byte* entityData = data + scalarPatches[i].Offset;
Entity* entity = (Entity*)entityData;
*entity = RemapEntity(ref remapping, *entity);
}
}
public static void PatchEntities(EntityPatchInfo* scalarPatches, int scalarPatchCount, BufferEntityPatchInfo* bufferPatches, int bufferPatchCount, byte* data, int entityCount, ref NativeArray<EntityRemapInfo> remapping)
{
// Patch scalars (single components) with entity references.
for (int p = 0; p < scalarPatchCount; p++)
{
byte* entityData = data + scalarPatches[p].Offset;
for (int i = 0; i != entityCount; i++)
{
Entity* entity = (Entity*)entityData;
*entity = RemapEntity(ref remapping, *entity);
entityData += scalarPatches[p].Stride;
}
}
// Patch buffers that contain entity references
for (int p = 0; p < bufferPatchCount; ++p)
{
byte* bufferData = data + bufferPatches[p].BufferOffset;
for (int i = 0; i != entityCount; ++i)
{
BufferHeader* header = (BufferHeader*) bufferData;
byte* elemsBase = BufferHeader.GetElementPointer(header) + bufferPatches[p].ElementOffset;
int elemCount = header->Length;
for (int k = 0; k != elemCount; ++k)
{
Entity* entityPtr = (Entity*) elemsBase;
*entityPtr = RemapEntity(ref remapping, *entityPtr);
elemsBase += bufferPatches[p].ElementStride;
}
bufferData += bufferPatches[p].BufferStride;
}
}
}
public static void PatchEntitiesForPrefab(EntityPatchInfo* scalarPatches, int scalarPatchCount, BufferEntityPatchInfo* bufferPatches, int bufferPatchCount, byte* data, int indexInChunk, int entityCount, SparseEntityRemapInfo* remapping, int remappingCount)
{
// Patch scalars (single components) with entity references.
for (int p = 0; p < scalarPatchCount; p++)
{
byte* entityData = data + scalarPatches[p].Offset;
for (int e = 0; e != entityCount; e++)
{
Entity* entity = (Entity*)(entityData + scalarPatches[p].Stride * (e + indexInChunk));
*entity = RemapEntityForPrefab(remapping + e * remappingCount, remappingCount, *entity);
}
}
// Patch buffers that contain entity references
for (int p = 0; p < bufferPatchCount; ++p)
{
byte* bufferData = data + bufferPatches[p].BufferOffset;
for (int e = 0; e != entityCount; e++)
{
BufferHeader* header = (BufferHeader*) (bufferData + bufferPatches[p].BufferStride * (e + indexInChunk));
byte* elemsBase = BufferHeader.GetElementPointer(header) + bufferPatches[p].ElementOffset;
int elemCount = header->Length;
for (int k = 0; k != elemCount; ++k)
{
Entity* entityPtr = (Entity*) elemsBase;
*entityPtr = RemapEntityForPrefab(remapping + e * remappingCount, remappingCount, *entityPtr);
elemsBase += bufferPatches[p].ElementStride;
}
}
}
}
}
}