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GameObjectを破棄するとEntityも破棄される。もしくはその逆
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using Unity.Entities; | |
using Unity.Transforms; | |
using UnityEngine; | |
/// <summary> | |
/// GameObjectを破棄する時、紐付いているEntityを破棄する。 | |
/// </summary> | |
[RequireComponent(typeof(ConvertToEntity))] | |
[DisallowMultipleComponent] | |
[RequiresEntityConversion] | |
public class SyncGameObjectWithEntity : MonoBehaviour, IConvertGameObjectToEntity | |
{ | |
Entity _cachedEntity; | |
void Reset() | |
{ | |
GetComponent<ConvertToEntity>().ConversionMode = ConvertToEntity.Mode.ConvertAndInjectGameObject; | |
} | |
/// <summary> | |
/// 座標を同期する方法 | |
/// </summary> | |
[SerializeField] SyncType syncType = SyncType.EntityToGameObject; | |
void IConvertGameObjectToEntity.Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) | |
{ | |
_cachedEntity = entity; | |
// Entityを破棄した事を認識するために ReferenceGameObjectFromEntityState を登録 | |
dstManager.AddComponentData(entity, new ReferenceGameObjectFromEntityState { Value = gameObject }); | |
dstManager.AddComponentData(entity, new ReferenceGameObjectFromEntityTag()); | |
// 座標を同期する方法を設定 | |
switch (syncType) | |
{ | |
case SyncType.EntityToGameObject: | |
dstManager.AddComponentData(entity, new CopyTransformToGameObject()); | |
break; | |
case SyncType.GameObjectToEntity: | |
dstManager.AddComponentData(entity, new CopyTransformFromGameObject()); | |
break; | |
} | |
} | |
void OnDestroy() | |
{ | |
if (World.DefaultGameObjectInjectionWorld == null) | |
return; | |
// 紐付いているEntityを破棄する | |
var em = World.DefaultGameObjectInjectionWorld.EntityManager; | |
if (em.Exists(_cachedEntity)) | |
{ | |
em.RemoveComponent<ReferenceGameObjectFromEntityState>(_cachedEntity); | |
em.DestroyEntity(_cachedEntity); | |
} | |
} | |
/// <summary> | |
/// 座標の同期方法 | |
/// </summary> | |
enum SyncType | |
{ | |
/// <summary> Entityの座標をGameObjectに設定 </summary> | |
EntityToGameObject, | |
/// <summary> GameObjectの座標をEntityに設定 </summary> | |
GameObjectToEntity, | |
/// <summary> 何もしない </summary> | |
None | |
} | |
} | |
/// <summary> | |
/// Entityに紐付いているGameObjectを破棄する。 | |
/// Update前に実行 | |
/// </summary> | |
[UpdateInGroup(typeof(PresentationSystemGroup))] | |
public class GameObjectEntityCleanUpSystem : ComponentSystem | |
{ | |
private EntityQuery query; | |
protected override void OnCreate() | |
{ | |
// 破棄された、ReferenceGameObjectFromEntityStateを持つEntityを収集する。 | |
query = GetEntityQuery( | |
ComponentType.ReadOnly<ReferenceGameObjectFromEntityState>(), | |
ComponentType.Exclude<ReferenceGameObjectFromEntityTag>()); | |
} | |
protected override void OnUpdate() | |
{ | |
// Entityに紐付いているGameObjectとReferenceGameObjectFromEntityStateを破棄する。 | |
Entities | |
.With(query) | |
.ForEach((ReferenceGameObjectFromEntityState data) => | |
{ | |
Object.Destroy(data.Value); | |
}); | |
EntityManager.RemoveComponent<ReferenceGameObjectFromEntityState>(query); | |
} | |
} | |
/// <summary> | |
/// 自身のEntityが破棄された時、紐付いているGameObjectを破棄する。 | |
/// ReferenceGameObjectFromEntityTagとセットで運用。 | |
/// </summary> | |
public class ReferenceGameObjectFromEntityState : ISystemStateComponentData | |
{ | |
public GameObject Value; | |
} | |
/// <summary> | |
/// ReferenceGameObjectFromEntityStateが紐付いているEntityが破棄されたかを確認するためのタグ。 | |
/// ReferenceGameObjectFromEntityStateとセットで運用。 | |
/// </summary> | |
public struct ReferenceGameObjectFromEntityTag : IComponentData { } |
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