using Unity.Entities; using UnityEngine; public class AbilitySprintAuthoring : MonoBehaviour, IConvertGameObjectToEntity { public AbilitySprint.Settings settings; public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddComponentData(entity, new Ability.AbilityTag { Value = Ability.AbilityTagValue.Sprint }); dstManager.AddComponentData(entity, new AbilitySprint.PredictedState()); dstManager.AddComponentData(entity, settings); #if UNITY_EDITOR dstManager.SetName(entity,name); #endif } }