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157 行
5.0 KiB

using System;
using System.Collections.Generic;
using Unity.Entities;
using Unity.Sample.Core;
using UnityEngine;
using Object = UnityEngine.Object;
public class PrefabAssetManager
{
[ConfigVar(Name = "prefab.show.lifetime", DefaultValue = "0", Description = "Show prefab lifetime data")]
public static ConfigVar ShowLifetime;
public static void Shutdown()
{
m_EntityPrefabs.Clear();
}
public static Entity CreateEntity(EntityManager entityManager, WeakAssetReference assetGuid)
{
var entityPrefab = PrefabAssetRegistry.FindEntityPrefab(entityManager,assetGuid);
if (entityPrefab == Entity.Null)
{
GameDebug.LogError("Failed to create prefab for asset:" + assetGuid.ToGuidStr());
return Entity.Null;
}
var e = entityManager.Instantiate(entityPrefab);
GameDebug.Log(entityManager.World,ShowLifetime,"Created entity:{0} from asset:{1}", e, assetGuid.ToGuidStr());
return e;
}
public static Entity CreateEntity(EntityManager entityManager, EntityCommandBuffer cmdBuffer, WeakAssetReference assetGuid)
{
var entityPrefab = PrefabAssetRegistry.FindEntityPrefab(entityManager,assetGuid);
if (entityPrefab == Entity.Null)
{
GameDebug.LogError("Failed to create prefab for asset:" + assetGuid.ToGuidStr());
return Entity.Null;
}
var instance = cmdBuffer.Instantiate(entityPrefab);
return instance;
}
public static Entity CreateEntity(World world, GameObject prefab)
{
// GameDebug.Log("CreateEntity prefab:" + prefab.name);
// If gameObject has GameObjectEntity it is already registered in entitymanager. If not we register it here
#pragma warning disable 618
// we're keeping World.Active until we can properly remove them all
var defaultWorld = World.Active;
try
{
World.Active = world;
#pragma warning restore 618
if (prefab.GetComponent<GameObjectEntity>() != null)
{
var go = Object.Instantiate(prefab);
var entity = go.GetComponent<GameObjectEntity>().Entity;
#if UNITY_EDITOR
world.EntityManager.SetName(entity, "Entity " + entity.Index + " GameObject:" + go.name);
#endif
return entity;
}
var entityPrefab = GetOrCreateEntityPrefab(world, prefab);
var instance = world.EntityManager.Instantiate(entityPrefab);
#if UNITY_EDITOR
world.EntityManager.SetName(instance, "Entity " + instance.Index + " Inst:" + prefab.name);
#endif
return instance;
}
finally
{
#pragma warning disable 618
// we're keeping World.Active until we can properly remove them all
World.Active = defaultWorld;
#pragma warning restore 618
}
}
public static void DestroyEntity(EntityCommandBuffer commandBuffer, Entity entity)
{
commandBuffer.DestroyEntity(entity);
}
public static void DestroyEntity(EntityManager entityManager, Entity entity)
{
if (entityManager.HasComponent<Transform>(entity))
{
var transform = entityManager.GetComponentObject<Transform>(entity);
Object.Destroy(transform.gameObject);
// GameObjectEntity will take care of destorying entities
if (transform.GetComponent<GameObjectEntity>() != null)
return;
}
if (entityManager.HasComponent<RectTransform>(entity))
{
var transform = entityManager.GetComponentObject<RectTransform>(entity);
Object.Destroy(transform.gameObject);
// GameObjectEntity will take care of destorying entities
if (transform.GetComponent<GameObjectEntity>() != null)
return;
}
GameDebug.Log(entityManager.World,ShowLifetime,"Destroying entity:{0} ", entity);
entityManager.DestroyEntity(entity);
}
static Entity GetOrCreateEntityPrefab(World world, GameObject prefab)
{
Entity entityPrefab;
var tuple = new Tuple<GameObject, World>(prefab, world);
if (!m_EntityPrefabs.TryGetValue(tuple, out entityPrefab))
{
#pragma warning disable 618
// we're keeping World.Active until we can properly remove them all
var defaultWorld = World.Active;
try
{
World.Active = world;
entityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(prefab, world);
m_EntityPrefabs.Add(tuple,entityPrefab);
#if UNITY_EDITOR
world.EntityManager.SetName(entityPrefab, "Entity " + entityPrefab.Index + " Prefab:" + prefab.name);
#endif
}
finally
{
World.Active = defaultWorld;
}
#pragma warning restore 618
}
return entityPrefab;
}
static Dictionary<Tuple<GameObject,World>,Entity> m_EntityPrefabs = new Dictionary<Tuple<GameObject,World>, Entity>(64);
}