总结

object components

public class DemoScript_1 : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
        var dog = new Dog();

        var entity1 = entityManager.CreateEntity();
        entityManager.AddComponentObject(entity1, dog);

        var entity2 = entityManager.CreateEntity();
        entityManager.AddComponentObject(entity2, dog);
        dog.x = 10;

        dog = entityManager.GetComponentObject<Dog>(entity1);
        print(dog.x);               // 10
        dog = entityManager.GetComponentObject<Dog>(entity2);
        print(dog.x);               // 10

        entityManager.RemoveComponent<Dog>(entity1);
    }
}

public class Dog : IComponentData
{
      public int x;
}

AddComponentObject 需要是class类型。m_ManagedComponentData[iManagedComponent] = value; 更新。

chunk components

shared components

system state components

EntityQuery

blob assets


文章作者: Yonggang Long
版权声明: 本博客所有文章除特別声明外,均采用 CC BY 4.0 许可协议。转载请注明来源 Yonggang Long !
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