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+20
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Jobs;
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using Unity.Mathematics;
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using Unity.Transforms;
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class MainCameraSystem : SystemBase
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{
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protected override void OnUpdate()
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{
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if (MainGameObjectCamera.Instance != null && SystemAPI.HasSingleton<MainEntityCamera>())
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{
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Entity mainEntityCameraEntity = SystemAPI.GetSingletonEntity<MainEntityCamera>();
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LocalToWorld targetLocalToWorld = SystemAPI.GetComponent<LocalToWorld>(mainEntityCameraEntity);
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MainGameObjectCamera.Instance.transform.SetPositionAndRotation(targetLocalToWorld.Position, targetLocalToWorld.Rotation);
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}
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}
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}
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+9
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using System;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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[Serializable]
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public struct MainEntityCamera : IComponentData
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{
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}
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+11
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+17
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Entities;
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[DisallowMultipleComponent]
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public class MainEntityCameraAuthoring : MonoBehaviour
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{
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public class Baker : Baker<MainEntityCameraAuthoring>
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{
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public override void Bake(MainEntityCameraAuthoring authoring)
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{
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Entity entity = GetEntity(TransformUsageFlags.Dynamic);
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AddComponent<MainEntityCamera>(entity);
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}
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}
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}
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+15
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MainGameObjectCamera : MonoBehaviour
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{
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public static Camera Instance;
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void Awake()
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{
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Instance = GetComponent<UnityEngine.Camera>();
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}
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}
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+11
@@ -0,0 +1,11 @@
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+32
@@ -0,0 +1,32 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.ComponentModel;
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using Unity.Burst;
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using Unity.Entities;
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using UnityEngine;
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[UpdateInGroup(typeof(FixedStepSimulationSystemGroup), OrderLast = true)]
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[BurstCompile]
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public partial struct FixedTickSystem : ISystem
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{
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public struct Singleton : IComponentData
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{
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public uint Tick;
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}
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public void OnCreate(ref SystemState state)
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{
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if (!SystemAPI.HasSingleton<Singleton>())
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{
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Entity singletonEntity = state.EntityManager.CreateEntity();
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state.EntityManager.AddComponentData(singletonEntity, new Singleton());
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}
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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ref Singleton singleton = ref SystemAPI.GetSingletonRW<Singleton>().ValueRW;
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singleton.Tick++;
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}
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}
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+11
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+28
@@ -0,0 +1,28 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Entities;
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using Unity.Mathematics;
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using UnityEngine;
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public struct FixedInputEvent
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{
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private byte _wasEverSet;
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private uint _lastSetTick;
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public void Set(uint tick)
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{
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_lastSetTick = tick;
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_wasEverSet = 1;
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}
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public bool IsSet(uint tick)
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{
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if (_wasEverSet == 1)
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{
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return tick == _lastSetTick;
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}
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return false;
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}
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}
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+11
@@ -0,0 +1,11 @@
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