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41 行
1.6 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Entities;
public class DecisionTreeNodeConvert : MonoBehaviour, IConvertGameObjectToEntity
{
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
// Add componnet
var node = DecisionTreeNode.State.Default;
if (transform.parent != null)
{
var parentNode = transform.parent.GetComponent<DecisionTreeNodeConvert>();
if (parentNode != null)
node.parent = conversionSystem.GetPrimaryEntity(parentNode);
}
dstManager.AddComponentData(entity, node);
// Generate subtree info
var subtreeBuffer = dstManager.AddBuffer<DecisionTreeNode.SubtreeElement>(entity);
AddSubtree(ref subtreeBuffer, conversionSystem);
}
int AddSubtree(ref DynamicBuffer<DecisionTreeNode.SubtreeElement> buffer, GameObjectConversionSystem conversionSystem)
{
int index = buffer.Length;
var element = new DecisionTreeNode.SubtreeElement { root = conversionSystem.GetPrimaryEntity(this), count = 1 };
buffer.Add(element);
for (int i = 0; i < transform.childCount; i++)
{
var child = transform.GetChild(i).gameObject;
if (child.GetComponent<DecisionTreeNodeConvert>() != null)
element.count += child.GetComponent<DecisionTreeNodeConvert>().AddSubtree(ref buffer, conversionSystem);
}
buffer[index] = element;
return element.count;
}
}