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;
namespace Unity.Entities
{
public interface IComponentData
{
}
public interface IBufferElementData
{
}
[AttributeUsage(AttributeTargets.Struct)]
public class InternalBufferCapacityAttribute : Attribute
{
public readonly int Capacity;
public InternalBufferCapacityAttribute(int capacity)
{
Capacity = capacity;
}
}
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct)]
public class MaximumChunkCapacityAttribute : Attribute
{
public readonly int Capacity;
public MaximumChunkCapacityAttribute(int capacity)
{
Capacity = capacity;
}
}
/// <summary>
/// Attribute signifying the given type is acceptable for serializing into Chunk storage.
/// Data in Chunk storage is treated as blittable with no special pre or post processing.
/// </summary>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Struct)]
public class ChunkSerializableAttribute : Attribute
{
}
public interface ISharedComponentData
{
}
public interface ISystemStateComponentData : IComponentData
{
}
public interface ISystemStateBufferElementData : IBufferElementData
{
}
public interface ISystemStateSharedComponentData : ISharedComponentData
{
}
/// <summary>
/// Disables the entity. By default EntityQuery does not include entities containing the Disabled component.
/// </summary>
public struct Disabled : IComponentData
{
}
/// <summary>
/// Marks the entity as a prefab, which implicitly disables the entity. By default EntityQuery does not include entities containing the Prefab component.
/// </summary>
public struct Prefab : IComponentData
{
}
/// <summary>
/// The LinkedEntityGroup buffer makes the entity be the root of a set of connected entities.
/// Referenced Prefabs automatically add a LinkedEntityGroup with the complete child hierarchy.
/// EntityManager.Instantiate uses LinkedEntityGroup to instantiate the whole set of entities automatically.
/// EntityManager.SetEnabled uses LinkedEntityGroup to enable the whole set of entities.
/// </summary>
public struct LinkedEntityGroup : IBufferElementData
{
public Entity Value;
public static implicit operator LinkedEntityGroup(Entity e)
{
return new LinkedEntityGroup {Value = e};
}
}
[Serializable]
public struct SceneTag : ISharedComponentData, IEquatable<SceneTag>
{
public Entity SceneEntity;
public override int GetHashCode()
{
return SceneEntity.GetHashCode();
}
public bool Equals(SceneTag other)
{
return SceneEntity == other.SceneEntity;
}
public override string ToString()
{
return $"SubSceneTag: {SceneEntity}";
}
}
}