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30 行
976 B

#if UNITY_EDITOR
using Unity.Entities;
public class AnimSourceStackAuthoring : AnimSourceAuthoring, IConvertGameObjectToEntity
{
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
{
dstManager.AddComponentData(entity, new AnimSource.Data());
dstManager.AddComponentData(entity, AnimSource.AllowWrite.Default);
// Add child AnimSources
var childAnimSourceEntities = dstManager.AddBuffer<AnimSourceStack.AnimSourceEntities>(entity);
for (int i = 0; i < transform.childCount; i++)
{
var child = transform.GetChild(i);
if (child.GetComponent<AnimSourceAuthoring>() == null)
continue;
var entryEntity = conversionSystem.GetPrimaryEntity(child.gameObject);
var e = new AnimSourceStack.AnimSourceEntities { Value = entryEntity };
childAnimSourceEntities.Add(e);
}
}
}
#endif