Unity DOTS System的使用笔记

1、创建System,System有类似MonoBehaviour的生命周期
2、

Entities
            .WithoutBurst()
            .ForEach((ref Translation trans,ref DataComponent data,in Entity entity)=> {
             trans.Value += math.normalize(data.target- trans.Value) * data.speed;  
            }).Run();

此Lambda表达式是遍历带有此组件的所有实体,WithoutBurst()标签是此表达式不使用Burst编译。ref后的组件值在表达式里可以修改,in的值只读。表达式内的代码是实体移动到目标点。

using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.Burst;

public class 你的系统名称: JobComponentSystem
{
	protected override void OnCreate()
	{
	}
	
	protected override void OnStartRunning()
    {

    }
	protected override void OnStopRunning()
	{
	
	}
	protected override void OnStopRunning()
	{
	
	}
    
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        Entities
            .WithoutBurst()
            .ForEach((ref Translation trans,ref DataComponent data,in Entity entity)=> {
             	trans.Value += math.normalize(data.target- trans.Value) * data.speed;  
            }).Run();
        return default;
    }
}

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