该项目的目的是同时测试和演示来自 Unity DOTS 技术堆栈的多个新包。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

41 行
1.2 KiB

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Entities;
using UnityEngine;
using Unity.NetCode;
// TODO (petera) Rename this to GameModeState or something even better
// This is data is replicated to the clients about the 'global' state of
// the game mode, scores etc.
public class GameMode : MonoBehaviour, IConvertGameObjectToEntity
{
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
// no reason to pass over any variables as this is only
// used from code. but we make a prefab and conversion
// code to have it picked up by netcode
dstManager.AddComponentData(entity, new GameModeData());
}
}
[Serializable]
public struct GameModeData : IComponentData
{
[GhostDefaultField]
public int gameTimerSeconds;
[GhostDefaultField]
public NativeString64 gameTimerMessage;
[GhostDefaultField]
public NativeString64 teamName0;
[GhostDefaultField]
public NativeString64 teamName1;
[GhostDefaultField]
public int teamScore0;
[GhostDefaultField]
public int teamScore1;
}