├── .gitattributes
├── .gitignore
├── .idea
├── .idea.NSprites-Dev
│ └── .idea
│ │ ├── .gitignore
│ │ ├── codeStyles
│ │ └── codeStyleConfig.xml
│ │ ├── encodings.xml
│ │ ├── indexLayout.xml
│ │ └── vcs.xml
└── .idea.entities-sprite-rendering
│ └── .idea
│ ├── .gitignore
│ ├── .name
│ ├── encodings.xml
│ ├── indexLayout.xml
│ └── vcs.xml
├── .vscode
├── extensions.json
├── launch.json
└── settings.json
├── .vsconfig
├── Assets
├── Content.meta
├── Content
│ ├── Animations.meta
│ ├── Animations
│ │ ├── Legionnaire_AnimationSet.asset
│ │ ├── Legionnaire_AnimationSet.asset.meta
│ │ ├── Legionnaire_Idle_Animation.asset
│ │ ├── Legionnaire_Idle_Animation.asset.meta
│ │ ├── Legionnaire_Walk_Animation.asset
│ │ ├── Legionnaire_Walk_Animation.asset.meta
│ │ ├── Space_Animation.asset
│ │ ├── Space_Animation.asset.meta
│ │ ├── Space_AnimationSet.asset
│ │ └── Space_AnimationSet.asset.meta
│ ├── Controls.inputactions
│ ├── Controls.inputactions.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ │ ├── Rome.meta
│ │ └── Rome
│ │ │ ├── Environment.meta
│ │ │ ├── Environment
│ │ │ ├── herb_10.prefab
│ │ │ ├── herb_10.prefab.meta
│ │ │ ├── herb_11.prefab
│ │ │ ├── herb_11.prefab.meta
│ │ │ ├── herb_12.prefab
│ │ │ ├── herb_12.prefab.meta
│ │ │ ├── herb_13.prefab
│ │ │ ├── herb_13.prefab.meta
│ │ │ ├── herb_14.prefab
│ │ │ ├── herb_14.prefab.meta
│ │ │ ├── herb_3.prefab
│ │ │ ├── herb_3.prefab.meta
│ │ │ ├── herb_4.prefab
│ │ │ ├── herb_4.prefab.meta
│ │ │ ├── herb_5.prefab
│ │ │ ├── herb_5.prefab.meta
│ │ │ ├── herb_6.prefab
│ │ │ ├── herb_6.prefab.meta
│ │ │ ├── herb_7.prefab
│ │ │ ├── herb_7.prefab.meta
│ │ │ ├── herb_8.prefab
│ │ │ ├── herb_8.prefab.meta
│ │ │ ├── herb_9.prefab
│ │ │ ├── herb_9.prefab.meta
│ │ │ ├── rock_1.prefab
│ │ │ ├── rock_1.prefab.meta
│ │ │ ├── rock_2.prefab
│ │ │ ├── rock_2.prefab.meta
│ │ │ ├── rock_3.prefab
│ │ │ ├── rock_3.prefab.meta
│ │ │ ├── rock_4.prefab
│ │ │ ├── rock_4.prefab.meta
│ │ │ ├── rock_5.prefab
│ │ │ └── rock_5.prefab.meta
│ │ │ ├── Flag.prefab
│ │ │ ├── Flag.prefab.meta
│ │ │ ├── Legionnaire_View.prefab
│ │ │ ├── Legionnaire_View.prefab.meta
│ │ │ ├── Settings.meta
│ │ │ ├── Settings
│ │ │ ├── AnimationSettings.prefab
│ │ │ ├── AnimationSettings.prefab.meta
│ │ │ ├── MapSettings.prefab
│ │ │ ├── MapSettings.prefab.meta
│ │ │ ├── SquadSettings.prefab
│ │ │ └── SquadSettings.prefab.meta
│ │ │ ├── Space_View.prefab
│ │ │ ├── Space_View.prefab.meta
│ │ │ ├── Squad.prefab
│ │ │ ├── Squad.prefab.meta
│ │ │ ├── Tent.prefab
│ │ │ └── Tent.prefab.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── Rome.unity
│ │ ├── Rome.unity.meta
│ │ ├── Rome_SubScene.unity
│ │ ├── Rome_SubScene.unity.meta
│ │ ├── SampleScene.meta
│ │ └── SampleScene
│ │ │ ├── Main Camera Profile.asset
│ │ │ └── Main Camera Profile.asset.meta
│ ├── Sprites.meta
│ └── Sprites
│ │ ├── Rome.meta
│ │ ├── Rome
│ │ ├── Environment.meta
│ │ ├── Environment
│ │ │ ├── Nature.meta
│ │ │ ├── Nature
│ │ │ │ ├── GreenGrassTiles.png
│ │ │ │ ├── GreenGrassTiles.png.meta
│ │ │ │ ├── rock_1.png
│ │ │ │ ├── rock_1.png.meta
│ │ │ │ ├── rock_2.png
│ │ │ │ ├── rock_2.png.meta
│ │ │ │ ├── rock_3.png
│ │ │ │ ├── rock_3.png.meta
│ │ │ │ ├── rock_4.png
│ │ │ │ ├── rock_4.png.meta
│ │ │ │ ├── rock_5.png
│ │ │ │ ├── rock_5.png.meta
│ │ │ │ ├── space.png
│ │ │ │ └── space.png.meta
│ │ │ ├── Objects.meta
│ │ │ └── Objects
│ │ │ │ ├── flag.png
│ │ │ │ ├── flag.png.meta
│ │ │ │ ├── tent.png
│ │ │ │ └── tent.png.meta
│ │ ├── Soldiers.meta
│ │ └── Soldiers
│ │ │ ├── centurion_stop.png
│ │ │ ├── centurion_stop.png.meta
│ │ │ ├── centurion_walk.png
│ │ │ ├── centurion_walk.png.meta
│ │ │ ├── legion_animation_sheet.png
│ │ │ ├── legion_animation_sheet.png.meta
│ │ │ ├── legion_idle.png
│ │ │ ├── legion_idle.png.meta
│ │ │ ├── legion_walk.png
│ │ │ └── legion_walk.png.meta
│ │ ├── RomeAtlas.spriteatlasv2
│ │ ├── RomeAtlas.spriteatlasv2.meta
│ │ ├── Sprite_ImporterPreset.preset
│ │ └── Sprite_ImporterPreset.preset.meta
├── DefaultVolumeProfile.asset
├── DefaultVolumeProfile.asset.meta
├── GlobalEntitiesDependencies.meta
├── GlobalEntitiesDependencies
│ ├── GlobalEntitySceneDependency.asset
│ └── GlobalEntitySceneDependency.asset.meta
├── SceneDependencyCache.meta
├── SceneDependencyCache
│ ├── 12ee09150bce8c611a562640b944ff62.sceneWithBuildSettings
│ ├── 12ee09150bce8c611a562640b944ff62.sceneWithBuildSettings.meta
│ ├── 2fd42806f29f4bbff739af61f6c9a089.sceneWithBuildSettings
│ ├── 2fd42806f29f4bbff739af61f6c9a089.sceneWithBuildSettings.meta
│ ├── 67b76c3a6ee001e79c612785d8446bad.sceneWithBuildSettings
│ ├── 67b76c3a6ee001e79c612785d8446bad.sceneWithBuildSettings.meta
│ ├── 86ada269c2f860044df27d0248aa6fc2.sceneWithBuildSettings
│ ├── 86ada269c2f860044df27d0248aa6fc2.sceneWithBuildSettings.meta
│ ├── 9842c6f328fedeea1cfdf418859edcd5.sceneWithBuildSettings
│ ├── 9842c6f328fedeea1cfdf418859edcd5.sceneWithBuildSettings.meta
│ ├── 99761dd92544e53f3d18dcea726eb20a.sceneWithBuildSettings
│ ├── 99761dd92544e53f3d18dcea726eb20a.sceneWithBuildSettings.meta
│ ├── 9efb06694bee738abeee74010394a4c1.sceneWithBuildSettings
│ ├── 9efb06694bee738abeee74010394a4c1.sceneWithBuildSettings.meta
│ ├── bdd20dc0d68eb0b2aca84f18f4127919.sceneWithBuildSettings
│ ├── bdd20dc0d68eb0b2aca84f18f4127919.sceneWithBuildSettings.meta
│ ├── be0d270901d2ff9b90f4a0df65e84332.sceneWithBuildSettings
│ ├── be0d270901d2ff9b90f4a0df65e84332.sceneWithBuildSettings.meta
│ ├── cc5d560a6743b3ade5190ed02682bd9b.sceneWithBuildSettings
│ └── cc5d560a6743b3ade5190ed02682bd9b.sceneWithBuildSettings.meta
├── Sources.meta
├── Sources
│ ├── Rome.meta
│ └── Rome
│ │ ├── Authorings.meta
│ │ ├── Authorings
│ │ ├── AnimationSettingsAuthoring.cs
│ │ ├── AnimationSettingsAuthoring.cs.meta
│ │ ├── FactoryAuthoring.cs
│ │ ├── FactoryAuthoring.cs.meta
│ │ ├── MapAuthoring.cs
│ │ ├── MapAuthoring.cs.meta
│ │ ├── SoldierAuthoring.cs
│ │ ├── SoldierAuthoring.cs.meta
│ │ ├── SquadAuthoring.cs
│ │ ├── SquadAuthoring.cs.meta
│ │ ├── SquadDefaultSettingsAuthoring.cs
│ │ └── SquadDefaultSettingsAuthoring.cs.meta
│ │ ├── Common.meta
│ │ ├── Common
│ │ ├── CameraController.cs
│ │ ├── CameraController.cs.meta
│ │ ├── Utils.cs
│ │ └── Utils.cs.meta
│ │ ├── Components.meta
│ │ ├── Components
│ │ ├── AnimationSettings.cs
│ │ ├── AnimationSettings.cs.meta
│ │ ├── Destination.cs
│ │ ├── Destination.cs.meta
│ │ ├── FactoryData.cs
│ │ ├── FactoryData.cs.meta
│ │ ├── FactoryTimer.cs
│ │ ├── FactoryTimer.cs.meta
│ │ ├── IComponentData.cs
│ │ ├── IComponentData.cs.meta
│ │ ├── InSquadSoldierTag.cs
│ │ ├── InSquadSoldierTag.cs.meta
│ │ ├── MapSettings.cs
│ │ ├── MapSettings.cs.meta
│ │ ├── MoveSpeed.cs
│ │ ├── MoveSpeed.cs.meta
│ │ ├── MoveTimer.cs
│ │ ├── MoveTimer.cs.meta
│ │ ├── MovingTag.cs
│ │ ├── MovingTag.cs.meta
│ │ ├── PrefabLink.cs
│ │ ├── PrefabLink.cs.meta
│ │ ├── PrevWorldPosition2D.cs
│ │ ├── PrevWorldPosition2D.cs.meta
│ │ ├── RequireSoldier.cs
│ │ ├── RequireSoldier.cs.meta
│ │ ├── SoldierLink.cs
│ │ ├── SoldierLink.cs.meta
│ │ ├── SoldierTag.cs
│ │ ├── SoldierTag.cs.meta
│ │ ├── SquadDefaultSettings.cs
│ │ ├── SquadDefaultSettings.cs.meta
│ │ ├── SquadSettings.cs
│ │ ├── SquadSettings.cs.meta
│ │ ├── WorldPosition2D.cs
│ │ └── WorldPosition2D.cs.meta
│ │ ├── Input.meta
│ │ ├── Input
│ │ ├── CameraContol.cs
│ │ ├── CameraContol.cs.meta
│ │ ├── PinchingComposite.cs
│ │ └── PinchingComposite.cs.meta
│ │ ├── Systems.meta
│ │ └── Systems
│ │ ├── DrawSquadInSceneViewSystem.cs
│ │ ├── DrawSquadInSceneViewSystem.cs.meta
│ │ ├── FactorySystem.cs
│ │ ├── FactorySystem.cs.meta
│ │ ├── GenerateMapSystem.cs
│ │ ├── GenerateMapSystem.cs.meta
│ │ ├── MovableAnimationControlSystem.cs
│ │ ├── MovableAnimationControlSystem.cs.meta
│ │ ├── MoveToDestinationSystem.cs
│ │ ├── MoveToDestinationSystem.cs.meta
│ │ ├── SoldierDistributionSystem.cs
│ │ ├── SoldierDistributionSystem.cs.meta
│ │ ├── SpawnNewSquadsSystem.cs
│ │ ├── SpawnNewSquadsSystem.cs.meta
│ │ ├── SpawnSoliderSystem.cs
│ │ ├── SpawnSoliderSystem.cs.meta
│ │ ├── SquadMoveSystem.cs
│ │ ├── SquadMoveSystem.cs.meta
│ │ ├── SquadSpawnSystem.cs
│ │ └── SquadSpawnSystem.cs.meta
├── StreamingAssets.meta
├── StreamingAssets
│ └── EntityScenes.meta
├── URP Data.meta
├── URP Data
│ ├── UniversalRenderPipelineAsset.asset
│ ├── UniversalRenderPipelineAsset.asset.meta
│ ├── UniversalRenderPipelineAsset_Renderer.asset
│ └── UniversalRenderPipelineAsset_Renderer.asset.meta
├── UnityDefaultRuntimeTheme.tss
├── UnityDefaultRuntimeTheme.tss.meta
├── UniversalRenderPipelineGlobalSettings.asset
└── UniversalRenderPipelineGlobalSettings.asset.meta
├── NSprites-Dev.sln.DotSettings
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── BurstAotSettings_Android.json
├── BurstAotSettings_StandaloneWindows.json
├── BurstAotSettings_WebGL.json
├── ClusterInputManager.asset
├── CommonBurstAotSettings.json
├── DynamicsManager.asset
├── EditorSettings.asset
├── EntitiesClientSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── MultiplayerManager.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── ShaderGraphSettings.asset
├── TagManager.asset
├── TimeManager.asset
├── TimelineSettings.asset
├── URPProjectSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
└── XRSettings.asset
└── README.md
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1 | # This .gitignore file should be placed at the root of your Unity project directory
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4 | #
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6 | /[Tt]emp/
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9 | /[Bb]uilds/
10 | /[Ll]ogs/
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14 | # They also could contain extremely sensitive data
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16 |
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52 | *.pdb.meta
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54 |
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56 | sysinfo.txt
57 |
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59 | *.apk
60 | *.aab
61 | *.unitypackage
62 | *.app
63 |
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65 | crashlytics-build.properties
66 |
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68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
69 |
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71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
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/Assets/Sources/Rome/Authorings/AnimationSettingsAuthoring.cs:
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1 | using Unity.Entities;
2 | using UnityEngine;
3 |
4 | namespace NSprites
5 | {
6 | public class AnimationSettingsAuthoring : MonoBehaviour
7 | {
8 | private class AnimationSettingsBaker : Baker
9 | {
10 | public override void Bake(AnimationSettingsAuthoring authoring)
11 | {
12 | AddComponent(GetEntity(TransformUsageFlags.None), new AnimationSettings
13 | {
14 | IdleHash = Animator.StringToHash("idle"),
15 | WalkHash = Animator.StringToHash("walk")
16 | });
17 | }
18 | }
19 | }
20 | }
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/Assets/Sources/Rome/Authorings/FactoryAuthoring.cs:
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1 | using Unity.Entities;
2 | using Unity.Mathematics;
3 | using UnityEngine;
4 | using UnityEngine.Serialization;
5 |
6 | public class FactoryAuthoring : MonoBehaviour
7 | {
8 | private class FactoryBaker : Baker
9 | {
10 | public override void Bake(FactoryAuthoring authoring)
11 | {
12 | var entity = GetEntity(TransformUsageFlags.None);
13 | AddComponent
14 | (
15 | entity,
16 | new FactoryData
17 | {
18 | prefab = GetEntity(authoring.Prefab, TransformUsageFlags.None),
19 | instantiatePos = new float2(authoring.transform.position.x, authoring.transform.position.y) + authoring.SpawnOffset,
20 | count = authoring.SpawnCount,
21 | duration = authoring.Duration
22 | }
23 | );
24 | AddComponent(entity, new FactoryTimer { value = authoring.RandomInitialDuration ? UnityEngine.Random.Range(0f, authoring.Duration) : authoring.Duration });
25 | }
26 | }
27 |
28 | [FormerlySerializedAs("_prefab")] public GameObject Prefab;
29 | [FormerlySerializedAs("_spawnOffset")] public float2 SpawnOffset;
30 | [FormerlySerializedAs("_duration ")] public float Duration = 1f;
31 | [FormerlySerializedAs("_spawnCount ")] public int SpawnCount = 1;
32 | [FormerlySerializedAs("_randomInitialDuration")] public bool RandomInitialDuration;
33 | }
--------------------------------------------------------------------------------
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/Assets/Sources/Rome/Authorings/MapAuthoring.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Unity.Mathematics;
3 | using UnityEngine;
4 | using UnityEngine.Serialization;
5 |
6 | public class MapAuthoring : MonoBehaviour
7 | {
8 | private class MapBaker : Baker
9 | {
10 | public override void Bake(MapAuthoring authoring)
11 | {
12 | if (authoring.RockPrefabs == null)
13 | return;
14 |
15 | var rockCollectionEntity = CreateAdditionalEntity(TransformUsageFlags.None);
16 | var rockBuffer = AddBuffer(rockCollectionEntity);
17 | rockBuffer.Capacity = authoring.RockPrefabs.Length;
18 | for (int i = 0; i < authoring.RockPrefabs.Length; i++)
19 | _ = rockBuffer.Add(new PrefabLink { link = GetEntity(authoring.RockPrefabs[i], TransformUsageFlags.None) });
20 |
21 | AddComponent(GetEntity(TransformUsageFlags.None), new MapSettings
22 | {
23 | rockCollectionLink = rockCollectionEntity,
24 | rockCount = authoring.RockCount,
25 | size = authoring.Rect
26 | });
27 | }
28 | }
29 |
30 | [FormerlySerializedAs("_gizmoColor ")] public Color GizmoColor = Color.green;
31 | [Space]
32 |
33 | [FormerlySerializedAs("_rect")] public float2x2 Rect;
34 | [FormerlySerializedAs("_rockCount")] public int RockCount;
35 | [FormerlySerializedAs("_rockPrefabs")] public GameObject[] RockPrefabs;
36 |
37 | #if UNITY_EDITOR
38 | private void OnDrawGizmosSelected()
39 | {
40 | Utils.DrawRect(Rect, GizmoColor);
41 | }
42 | #endif
43 | }
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/Assets/Sources/Rome/Authorings/SoldierAuthoring.cs:
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1 | using Unity.Entities;
2 | using UnityEngine;
3 |
4 | public class SoldierAuthoring : MonoBehaviour
5 | {
6 | private class SoldierBaker : Baker
7 | {
8 | public override void Bake(SoldierAuthoring authoring)
9 | {
10 | var entity = GetEntity(TransformUsageFlags.None);
11 | AddComponent(entity);
12 | AddComponent(entity);
13 | SetComponentEnabled(entity, false);
14 | AddComponent(entity);
15 | AddComponent(entity);
16 | AddComponent(entity, new MoveSpeed { value = authoring.MoveSpeed });
17 | }
18 | }
19 |
20 | public float MoveSpeed;
21 | }
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/Assets/Sources/Rome/Authorings/SquadAuthoring.cs:
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1 | using NSprites;
2 | using Unity.Entities;
3 | using Unity.Mathematics;
4 | using UnityEngine;
5 | using UnityEngine.Serialization;
6 |
7 | public class SquadAuthoring : MonoBehaviour
8 | {
9 | private class SquadBaker : Baker
10 | {
11 | public override void Bake(SquadAuthoring authoring)
12 | {
13 | var entity = GetEntity(TransformUsageFlags.None);
14 | var pos = new float3(authoring.transform.position).xy;
15 | AddComponent(entity, new WorldPosition2D { Value = pos });
16 | AddComponent(entity, new PrevWorldPosition2D { value = pos });
17 | AddComponent(entity, new SquadSettings { squadResolution = authoring.Resolution, soldierMargin = authoring.SoldierMargin });
18 | AddComponent(entity, new RequireSoldier { count = authoring.Resolution.x * authoring.Resolution.y });
19 | _ = AddBuffer(entity);
20 | }
21 | }
22 |
23 | [FormerlySerializedAs("_resolution")] public int2 Resolution;
24 | [FormerlySerializedAs("_soldierMargin")] public float2 SoldierMargin;
25 | }
--------------------------------------------------------------------------------
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/Assets/Sources/Rome/Authorings/SquadDefaultSettingsAuthoring.cs:
--------------------------------------------------------------------------------
1 | using NSprites;
2 | using Unity.Entities;
3 | using Unity.Mathematics;
4 | using UnityEngine;
5 | using UnityEngine.Serialization;
6 |
7 | public class SquadDefaultSettingsAuthoring : MonoBehaviour
8 | {
9 | private class SquadDefaultSettingsBaker : Baker
10 | {
11 | public override void Bake(SquadDefaultSettingsAuthoring authoring)
12 | {
13 | if (authoring.SoldierView == null)
14 | return;
15 |
16 | AddComponent(GetEntity(TransformUsageFlags.None), new SquadDefaultSettings
17 | {
18 | soldierPrefab = GetEntity(authoring.SoldierView, TransformUsageFlags.None),
19 | defaultSettings = new SquadSettings { soldierMargin = authoring.SoldierMargin, squadResolution = authoring.SquadResolution }
20 | });
21 | }
22 | }
23 |
24 | public SpriteAnimatedRendererAuthoring SoldierView;
25 | [FormerlySerializedAs("_squadResolution")] public int2 SquadResolution;
26 | [FormerlySerializedAs("_soldierMargin")] public float2 SoldierMargin;
27 | }
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/Assets/Sources/Rome/Common/CameraController.cs:
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1 | using Unity.Mathematics;
2 | using UnityEngine;
3 |
4 | public class CameraController : MonoBehaviour
5 | {
6 | [SerializeField] private Camera _camera;
7 | [SerializeField] private float2 _sizeMinMax;
8 | [SerializeField] private float _zoomSpeed = 1f;
9 | [SerializeField] private float _moveSpeed = 1f;
10 | private float _targetSize;
11 | private CameraControl _cameraControl;
12 |
13 | private const float DeltaSizeThreshold = 0.01f;
14 |
15 | private void Start()
16 | {
17 | _cameraControl = new();
18 | _cameraControl.Enable(); // enable all actions
19 | _targetSize = _camera.orthographicSize;
20 | _cameraControl.Camera.Zoom.performed += (context) =>
21 | {
22 | var zoom = context.ReadValue();
23 |
24 | // adjust target size depending on zoom value if zoom value has same direction as previous
25 | // otherwise turn target size to opposite direction
26 | _targetSize = math.clamp((math.sign(zoom) == math.sign(_targetSize) ? _targetSize : _camera.orthographicSize) + zoom, _sizeMinMax.x, _sizeMinMax.y);
27 | };
28 | _cameraControl.Camera.Move.performed += (context) =>
29 | {
30 | var moveOffset = context.ReadValue() * _moveSpeed;
31 | _camera.transform.Translate(moveOffset.x, moveOffset.y, 0f);
32 | };
33 | }
34 | private void Update()
35 | {
36 | var deltaSize = math.abs(_camera.orthographicSize - _targetSize);
37 | if(deltaSize > DeltaSizeThreshold)
38 | _camera.orthographicSize = math.lerp(_camera.orthographicSize, _targetSize, math.saturate(Time.deltaTime * _zoomSpeed / deltaSize));
39 | }
40 | private void OnEnable()
41 | {
42 | _cameraControl?.Enable();
43 | }
44 | private void OnDisable()
45 | {
46 | _cameraControl?.Disable();
47 | }
48 | }
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/Assets/Sources/Rome/Common/Utils.cs:
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1 | using System.Runtime.CompilerServices;
2 | using Unity.Collections;
3 | using Unity.Mathematics;
4 | using UnityEditor;
5 | using UnityEngine;
6 |
7 | public static class Utils
8 | {
9 | #if UNITY_EDITOR
10 | public enum DrawType
11 | {
12 | Gizmo,
13 | Handles,
14 | Debug
15 | }
16 | [MethodImpl(MethodImplOptions.AggressiveInlining)]
17 | public static void DrawRect(in float2x2 pos, in Color color, in float z = 0f, in DrawType drawType = DrawType.Gizmo)
18 | {
19 | var positions = new NativeArray(4, Allocator.Temp);
20 | positions[0] = pos.c0.ToFloat3(z);
21 | positions[1] = new float3(pos.c0.x, pos.c1.y, z);
22 | positions[2] = new float3(pos.c1.x, pos.c1.y, z);
23 | positions[3] = new float3(pos.c1.x, pos.c0.y, z);
24 |
25 | DrawLines(positions, color, true, drawType);
26 | }
27 | [MethodImpl(MethodImplOptions.AggressiveInlining)]
28 | public static void DrawLines(in NativeArray positions, in Color color, in bool isClosing = true, in DrawType drawType = DrawType.Gizmo)
29 | {
30 | if (positions.Length < 2)
31 | return;
32 |
33 | var prevPos = positions[0];
34 | for (int i = 1; i < positions.Length; i++)
35 | {
36 | var pos = positions[i];
37 | DrawLine(prevPos, pos, color, drawType);
38 | prevPos = pos;
39 | }
40 |
41 | if(isClosing)
42 | DrawLine(prevPos, positions[0], color, drawType);
43 | }
44 | [MethodImpl(MethodImplOptions.AggressiveInlining)]
45 | public static void DrawLine(in float3 a, in float3 b, in Color color, in DrawType drawType = DrawType.Gizmo)
46 | {
47 | Color tmpColor;
48 |
49 | if (drawType == DrawType.Gizmo)
50 | {
51 | tmpColor = Gizmos.color;
52 | Gizmos.color = color;
53 | Gizmos.DrawLine(a, b);
54 | Gizmos.color = tmpColor;
55 | }
56 | else if (drawType == DrawType.Handles)
57 | {
58 | tmpColor = Handles.color;
59 | Handles.color = color;
60 | Handles.DrawLine(a, b);
61 | Handles.color = tmpColor;
62 | }
63 | else if (drawType == DrawType.Debug)
64 | Debug.DrawLine(a, b, color);
65 | }
66 | #endif
67 | [MethodImpl(MethodImplOptions.AggressiveInlining)]
68 | public static float3 ToFloat3(this in float2 value, in float z = 0f)
69 | {
70 | return new float3(value.x, value.y, z);
71 | }
72 | }
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/Assets/Sources/Rome/Components/AnimationSettings.cs:
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1 | using Unity.Entities;
2 |
3 | namespace NSprites
4 | {
5 | public struct AnimationSettings : IComponentData
6 | {
7 | public int IdleHash;
8 | public int WalkHash;
9 | }
10 | }
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/Assets/Sources/Rome/Components/Destination.cs:
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1 | using Unity.Entities;
2 | using Unity.Mathematics;
3 |
4 | public struct Destination : IComponentData
5 | {
6 | public float2 Value;
7 | }
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/Assets/Sources/Rome/Components/FactoryData.cs:
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1 | using Unity.Entities;
2 | using Unity.Mathematics;
3 |
4 | public struct FactoryData : IComponentData
5 | {
6 | public Entity prefab;
7 | public int count;
8 | public float duration;
9 | public float2 instantiatePos;
10 | }
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/Assets/Sources/Rome/Components/FactoryTimer.cs:
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1 | using Unity.Entities;
2 |
3 | public struct FactoryTimer : IComponentData
4 | {
5 | public float value;
6 | }
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/Assets/Sources/Rome/Components/IComponentData.cs:
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1 | using Unity.Entities;
2 |
3 | public struct Name : IComponentData
4 | {
5 | }
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/Assets/Sources/Rome/Components/InSquadSoldierTag.cs:
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1 | using Unity.Entities;
2 |
3 | public struct InSquadSoldierTag : IComponentData
4 | {
5 | }
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/Assets/Sources/Rome/Components/MapSettings.cs:
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1 | using Unity.Entities;
2 | using Unity.Mathematics;
3 |
4 | public struct MapSettings : IComponentData
5 | {
6 | public float2x2 size;
7 | public Entity rockCollectionLink;
8 | public int rockCount;
9 | }
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/Assets/Sources/Rome/Components/MoveSpeed.cs:
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1 | using Unity.Entities;
2 |
3 | public struct MoveSpeed : IComponentData
4 | {
5 | public float value;
6 | }
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/Assets/Sources/Rome/Components/MoveTimer.cs:
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1 | using Unity.Entities;
2 |
3 | public struct MoveTimer : IComponentData
4 | {
5 | public float RemainingTime;
6 | }
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/Assets/Sources/Rome/Components/MovingTag.cs:
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1 | using Unity.Entities;
2 |
3 | public struct MovingTag : IComponentData, IEnableableComponent
4 | {
5 | }
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3 | timeCreated: 1680533549
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/Assets/Sources/Rome/Components/PrefabLink.cs:
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1 | using Unity.Entities;
2 |
3 | public struct PrefabLink : IBufferElementData
4 | {
5 | public Entity link;
6 | }
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/Assets/Sources/Rome/Components/PrevWorldPosition2D.cs:
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1 | using Unity.Entities;
2 | using Unity.Mathematics;
3 |
4 | public struct PrevWorldPosition2D : IComponentData
5 | {
6 | public float2 value;
7 | }
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/Assets/Sources/Rome/Components/RequireSoldier.cs:
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1 | using Unity.Entities;
2 |
3 | public struct RequireSoldier : IComponentData
4 | {
5 | public int count;
6 | }
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/Assets/Sources/Rome/Components/SoldierLink.cs:
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1 | using Unity.Entities;
2 |
3 | public struct SoldierLink : IBufferElementData
4 | {
5 | public Entity entity;
6 | }
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/Assets/Sources/Rome/Components/SoldierTag.cs:
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1 | using Unity.Entities;
2 |
3 | public struct SoldierTag : IComponentData
4 | {
5 | }
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/Assets/Sources/Rome/Components/SquadDefaultSettings.cs:
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1 | using System;
2 | using System.Runtime.CompilerServices;
3 | using Unity.Entities;
4 | using Unity.Mathematics;
5 |
6 | public struct SquadDefaultSettings : IComponentData, IEquatable
7 | {
8 | public Entity soldierPrefab;
9 | public SquadSettings defaultSettings;
10 |
11 | public float2 SoldierMargin => defaultSettings.soldierMargin;
12 | public int2 SquadResolution => defaultSettings.squadResolution;
13 |
14 | public int SoldierCount => SquadResolution.x * SquadResolution.y;
15 |
16 | public bool Equals(SquadDefaultSettings other)
17 | {
18 | return defaultSettings == other.defaultSettings;
19 | }
20 | public static bool operator ==(SquadDefaultSettings a, SquadDefaultSettings b)
21 | {
22 | return a.Equals(b);
23 | }
24 | public static bool operator !=(SquadDefaultSettings a, SquadDefaultSettings b)
25 | {
26 | return !a.Equals(b);
27 | }
28 | [MethodImpl(MethodImplOptions.AggressiveInlining)]
29 | public static float2 GetSquadSize(in int2 squadResolution, in float2 soldierSize, in float2 soldierMargine)
30 | {
31 | return squadResolution * (2 * soldierMargine + 1f) * soldierSize;
32 | }
33 |
34 | public override bool Equals(object obj) => base.Equals(obj);
35 | public override int GetHashCode() => base.GetHashCode();
36 | }
37 |
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/Assets/Sources/Rome/Components/SquadSettings.cs:
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1 | using System;
2 | using Unity.Entities;
3 | using Unity.Mathematics;
4 |
5 | [Serializable]
6 | public struct SquadSettings : IComponentData, IEquatable
7 | {
8 | public float2 soldierMargin;
9 | public int2 squadResolution;
10 |
11 | public bool Equals(SquadSettings other)
12 | {
13 | return math.all(soldierMargin == other.soldierMargin)
14 | && math.all(squadResolution == other.squadResolution);
15 | }
16 |
17 | public override bool Equals(object obj)
18 | {
19 | return base.Equals(obj);
20 | }
21 |
22 | public override int GetHashCode()
23 | {
24 | return base.GetHashCode();
25 | }
26 |
27 | public static bool operator ==(SquadSettings a, SquadSettings b)
28 | {
29 | return a.Equals(b);
30 | }
31 | public static bool operator !=(SquadSettings a, SquadSettings b)
32 | {
33 | return !a.Equals(b);
34 | }
35 | }
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/Assets/Sources/Rome/Components/WorldPosition2D.cs:
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1 | using Unity.Entities;
2 | using Unity.Mathematics;
3 |
4 | namespace NSprites
5 | {
6 | public struct WorldPosition2D : IComponentData
7 | {
8 | public float2 Value;
9 |
10 | public WorldPosition2D(in float3 pos) => Value = pos.xy;
11 | }
12 | }
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/Assets/Sources/Rome/Input/PinchingComposite.cs:
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1 | using System.Collections.Generic;
2 | using Unity.Mathematics;
3 | using UnityEngine;
4 | using UnityEngine.InputSystem;
5 | using UnityEngine.InputSystem.Layouts;
6 | using UnityEngine.InputSystem.LowLevel;
7 | using UnityEngine.InputSystem.Utilities;
8 | using TouchPhase = UnityEngine.InputSystem.TouchPhase;
9 |
10 | #if UNITY_EDITOR
11 | using UnityEditor;
12 | [InitializeOnLoad]
13 | #endif
14 | [DisplayStringFormat("{firstTouch}+{secondTouch}")]
15 | public class PinchingComposite : InputBindingComposite
16 | {
17 | [InputControl(layout = "Value")]
18 | public int firstTouch;
19 | [InputControl(layout = "Value")]
20 | public int secondTouch;
21 |
22 | public float negativeScale = 1f;
23 | public float positiveScale = 1f;
24 |
25 | private struct TouchStateComparer : IComparer
26 | {
27 | public int Compare(TouchState x, TouchState y) => 1;
28 | }
29 |
30 | // This method computes the resulting input value of the composite based
31 | // on the input from its part bindings.
32 | public override float ReadValue(ref InputBindingCompositeContext context)
33 | {
34 | var touch_0 = context.ReadValue(firstTouch);
35 | var touch_1 = context.ReadValue(secondTouch);
36 |
37 | if (touch_0.phase != TouchPhase.Moved || touch_1.phase != TouchPhase.Moved)
38 | return 0f;
39 |
40 | var startDistance = math.distance(touch_0.startPosition, touch_1.startPosition);
41 | var distance = math.distance(touch_0.position, touch_1.position);
42 |
43 | var unscaledValue = startDistance / distance - 1f; // startDistance divide by distance to invert value
44 | return unscaledValue * (unscaledValue < 0 ? negativeScale : positiveScale);
45 | }
46 |
47 | // This method computes the current actuation of the binding as a whole.
48 | public override float EvaluateMagnitude(ref InputBindingCompositeContext context) => 1f;
49 |
50 | static PinchingComposite() => InputSystem.RegisterBindingComposite();
51 |
52 | [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
53 | static void Init() { } // Trigger static constructor.
54 | }
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/Assets/Sources/Rome/Systems/DrawSquadInSceneViewSystem.cs:
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1 | #if UNITY_EDITOR
2 | using NSprites;
3 | using Unity.Collections;
4 | using Unity.Entities;
5 | using Unity.Jobs;
6 | using Unity.Mathematics;
7 | using Unity.Transforms;
8 | using UnityEditor;
9 | using UnityEngine;
10 |
11 | [WorldSystemFilter(WorldSystemFilterFlags.Default | WorldSystemFilterFlags.Editor)]
12 | [UpdateInGroup(typeof(PresentationSystemGroup))]
13 | [UpdateAfter(typeof(SpriteRenderingSystem))]
14 | public partial struct DrawSquadInSceneViewSystem : ISystem
15 | {
16 | private struct EnableSquadDrawing : IComponentData { }
17 |
18 | private EntityQuery _squadQuery;
19 |
20 | #if UNITY_EDITOR
21 | [MenuItem("NSprites/Toggle draw squads for View window")]
22 | public static void ToggleFrustumCullingSystem()
23 | {
24 | var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
25 | var enableSquadDrawingQuery = entityManager.CreateEntityQuery(typeof(EnableSquadDrawing));
26 | if (enableSquadDrawingQuery.IsEmpty)
27 | _ = entityManager.AddComponentData(entityManager.CreateEntity(), new EnableSquadDrawing());
28 | else
29 | entityManager.DestroyEntity(enableSquadDrawingQuery);
30 | }
31 | #endif
32 |
33 | public void OnCreate(ref SystemState state)
34 | {
35 | _squadQuery = state.GetEntityQuery
36 | (
37 | typeof(SquadSettings),
38 | typeof(WorldPosition2D)
39 | );
40 | state.RequireForUpdate();
41 | }
42 |
43 | public void OnUpdate(ref SystemState state)
44 | {
45 | if (!SystemAPI.TryGetSingleton(out var squadGlobalSettings))
46 | return;
47 |
48 | var soldierSize = SystemAPI.GetComponent(squadGlobalSettings.soldierPrefab).value;
49 | var settings = _squadQuery.ToComponentDataListAsync(Allocator.TempJob, out var settings_GatherHandle);
50 | var positions = _squadQuery.ToComponentDataListAsync(Allocator.TempJob, out var poisitions_GatherHandle);
51 |
52 | JobHandle.CombineDependencies(settings_GatherHandle, poisitions_GatherHandle).Complete();
53 |
54 | for (int squadIndex = 0; squadIndex < settings.Length; squadIndex++)
55 | {
56 | var squadPos = positions[squadIndex].Value;
57 | var setting = settings[squadIndex];
58 | var squadSize = SquadDefaultSettings.GetSquadSize(setting.squadResolution, soldierSize, setting.soldierMargin);
59 | var rect = new float2x2(squadPos, squadPos + squadSize);
60 | Utils.DrawRect(rect, Color.cyan, 0f, Utils.DrawType.Debug);
61 |
62 | var soldierCount = setting.squadResolution.x * setting.squadResolution.y;
63 | var perSoldierOffset = (2 * setting.soldierMargin + 1f) * soldierSize;
64 |
65 | for (int soldierIndex = 0; soldierIndex < soldierCount; soldierIndex++)
66 | {
67 | var rectSize = soldierSize / 16f;
68 | var soldierPos = new float2(0f, rectSize.y * 1.5f) + squadPos + (perSoldierOffset * new float2(soldierIndex % setting.squadResolution.x + .5f, soldierIndex / setting.squadResolution.x));
69 | var soldierRect = new float2x2(soldierPos - rectSize, soldierPos + rectSize);
70 | Utils.DrawRect(soldierRect, Color.green, 0f, Utils.DrawType.Debug);
71 | }
72 | }
73 |
74 | settings.Dispose();
75 | positions.Dispose();
76 | }
77 | }
78 | #endif
--------------------------------------------------------------------------------
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/Assets/Sources/Rome/Systems/FactorySystem.cs:
--------------------------------------------------------------------------------
1 | using NSprites;
2 | using Unity.Burst;
3 | using Unity.Collections;
4 | using Unity.Entities;
5 | using Unity.Transforms;
6 |
7 | [BurstCompile]
8 | public partial struct FactorySystem : ISystem
9 | {
10 | [BurstCompile]
11 | private partial struct ProductionJob : IJobEntity
12 | {
13 | public float DeltaTime;
14 | public EntityCommandBuffer.ParallelWriter ECB;
15 |
16 | private void Execute([ChunkIndexInQuery] int chunkIndex, ref FactoryTimer timer, in FactoryData factoryData)
17 | {
18 | timer.value -= DeltaTime;
19 |
20 | if (timer.value <= 0)
21 | {
22 | timer.value += factoryData.duration;
23 | var instanceEntities = new NativeArray(factoryData.count, Allocator.Temp);
24 | ECB.Instantiate(chunkIndex, factoryData.prefab, instanceEntities);
25 | for (int i = 0; i < instanceEntities.Length; i++)
26 | ECB.SetComponent(chunkIndex, instanceEntities[i], LocalTransform.FromPosition(factoryData.instantiatePos.ToFloat3()));
27 | }
28 | }
29 | }
30 |
31 | [BurstCompile]
32 | public void OnCreate(ref SystemState state)
33 | {
34 | state.RequireForUpdate();
35 | }
36 |
37 | [BurstCompile]
38 | public void OnUpdate(ref SystemState state)
39 | {
40 | var productionJob = new ProductionJob
41 | {
42 | DeltaTime = SystemAPI.Time.DeltaTime,
43 | ECB = SystemAPI.GetSingleton().CreateCommandBuffer(state.WorldUnmanaged).AsParallelWriter()
44 | };
45 | state.Dependency = productionJob.ScheduleParallelByRef(state.Dependency);
46 | }
47 | }
--------------------------------------------------------------------------------
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/Assets/Sources/Rome/Systems/GenerateMapSystem.cs:
--------------------------------------------------------------------------------
1 | using Unity.Burst;
2 | using Unity.Collections;
3 | using Unity.Collections.LowLevel.Unsafe;
4 | using Unity.Entities;
5 | using Unity.Jobs;
6 | using Unity.Jobs.LowLevel.Unsafe;
7 | using Unity.Mathematics;
8 | using Unity.Transforms;
9 |
10 | [BurstCompile]
11 | public partial struct GenerateMapSystem : ISystem
12 | {
13 | [BurstCompile]
14 | private struct GenerateMapJob : IJobParallelForBatch
15 | {
16 | public EntityCommandBuffer.ParallelWriter ECB;
17 | public float2x2 MapSize;
18 | [ReadOnly] public NativeArray Rocks;
19 | [NativeDisableParallelForRestriction] public NativeArray PosRands;
20 | [NativeSetThreadIndex] private int _threadIndex;
21 |
22 | public void Execute(int startIndex, int count)
23 | {
24 | for (int i = startIndex; i < startIndex + count; i++)
25 | {
26 | var rand = PosRands[_threadIndex];
27 | var rockEntity = ECB.Instantiate(i, Rocks[rand.NextInt(0, Rocks.Length)]);
28 | ECB.SetComponent(i, rockEntity, LocalTransform.FromPosition(rand.NextFloat2(MapSize.c0, MapSize.c1).ToFloat3()));
29 | PosRands[_threadIndex] = rand;
30 | }
31 | }
32 | }
33 | private struct SystemData : IComponentData
34 | {
35 | public Random Rand;
36 | }
37 |
38 | [BurstCompile]
39 | public void OnCreate(ref SystemState state)
40 | {
41 | state.RequireForUpdate();
42 | _ = state.EntityManager.AddComponentData(state.SystemHandle, new SystemData { Rand = new Random(1u) });
43 | }
44 |
45 | [BurstCompile]
46 | public void OnUpdate(ref SystemState state)
47 | {
48 | if (!SystemAPI.TryGetSingleton(out var mapSettings))
49 | return;
50 |
51 | var systemData = SystemAPI.GetComponent(state.SystemHandle);
52 | var posRands = new NativeArray(JobsUtility.MaxJobThreadCount, Allocator.TempJob);
53 | for (int i = 0; i < posRands.Length; i++)
54 | posRands[i] = new Random(systemData.Rand.NextUInt());
55 |
56 | var generateMapJob = new GenerateMapJob
57 | {
58 | ECB = SystemAPI.GetSingleton().CreateCommandBuffer(state.WorldUnmanaged).AsParallelWriter(),
59 | MapSize = mapSettings.size,
60 | PosRands = posRands,
61 | Rocks = state.EntityManager.GetBuffer(mapSettings.rockCollectionLink).Reinterpret().AsNativeArray()
62 | };
63 | state.Dependency = generateMapJob.ScheduleBatch(mapSettings.rockCount, 32, state.Dependency);
64 | _ = posRands.Dispose(state.Dependency);
65 |
66 | SystemAPI.SetComponent(state.SystemHandle, systemData);
67 |
68 | state.Enabled = false;
69 | }
70 | }
--------------------------------------------------------------------------------
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/Assets/Sources/Rome/Systems/MovableAnimationControlSystem.cs:
--------------------------------------------------------------------------------
1 | using NSprites;
2 | using Unity.Burst;
3 | using Unity.Collections;
4 | using Unity.Entities;
5 |
6 | [BurstCompile]
7 | [UpdateBefore(typeof(SpriteUVAnimationSystem))]
8 | public partial struct MovableAnimationControlSystem : ISystem
9 | {
10 | [BurstCompile]
11 | private partial struct ChangeAnimationJob : IJobEntity
12 | {
13 | public AnimationSettings AnimationSettings;
14 | public double Time;
15 |
16 | private void Execute(AnimatorAspect animator, EnabledRefRO movingTagEnabled)
17 | {
18 | animator.SetAnimation(movingTagEnabled.ValueRO ? AnimationSettings.WalkHash : AnimationSettings.IdleHash, Time);
19 | }
20 | }
21 |
22 | private struct SystemData : IComponentData
23 | {
24 | public EntityQuery MovableQuery;
25 | }
26 |
27 | [BurstCompile]
28 | public void OnCreate(ref SystemState state)
29 | {
30 | var systemData = new SystemData();
31 | var queryBuilder = new EntityQueryBuilder(Allocator.Temp)
32 | .WithAll()
33 | .WithAspect()
34 | .WithOptions(EntityQueryOptions.IgnoreComponentEnabledState);
35 | var movableQuery = state.GetEntityQuery(queryBuilder);
36 | movableQuery.AddChangedVersionFilter(ComponentType.ReadOnly());
37 | systemData.MovableQuery = movableQuery;
38 |
39 | _ = state.EntityManager.AddComponentData(state.SystemHandle, systemData);
40 |
41 | queryBuilder.Dispose();
42 | }
43 |
44 | [BurstCompile]
45 | public void OnUpdate(ref SystemState state)
46 | {
47 | var systemData = SystemAPI.GetComponent(state.SystemHandle);
48 | if (!SystemAPI.TryGetSingleton(out var animationSettings))
49 | return;
50 | var time = SystemAPI.Time.ElapsedTime;
51 |
52 | var animationSwitchJob = new ChangeAnimationJob
53 | {
54 | AnimationSettings = animationSettings,
55 | Time = time
56 | };
57 | state.Dependency = animationSwitchJob.ScheduleParallelByRef(systemData.MovableQuery, state.Dependency);
58 | }
59 | }
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/Assets/Sources/Rome/Systems/SpawnNewSquadsSystem.cs:
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1 | using NSprites;
2 | using Unity.Burst;
3 | using Unity.Entities;
4 | using Unity.Mathematics;
5 |
6 | [BurstCompile]
7 | public partial struct SpawnNewSquadsSystem : ISystem
8 | {
9 | private struct SystemData : IComponentData
10 | {
11 | public EntityQuery SoldierRequireQuery;
12 | public EntityArchetype SquadArchetype;
13 | public Random Rand;
14 | }
15 |
16 | public void OnCreate(ref SystemState state)
17 | {
18 | var systemData = new SystemData
19 | {
20 | SoldierRequireQuery = state.GetEntityQuery(typeof(RequireSoldier)),
21 | SquadArchetype = state.EntityManager.CreateArchetype
22 | (
23 | typeof(SoldierLink),
24 | typeof(RequireSoldier),
25 | typeof(SquadSettings),
26 |
27 | typeof(WorldPosition2D),
28 | typeof(PrevWorldPosition2D)
29 | ),
30 | Rand = new Random(1u)
31 | };
32 | _ = state.EntityManager.AddComponentData(state.SystemHandle, systemData);
33 | }
34 |
35 | [BurstCompile]
36 | public void OnUpdate(ref SystemState state)
37 | {
38 | var systemData = SystemAPI.GetComponent(state.SystemHandle);
39 | if (systemData.SoldierRequireQuery.CalculateChunkCount() != 0
40 | || !SystemAPI.TryGetSingleton(out var mapSettings)
41 | || !SystemAPI.TryGetSingleton(out var squadDefaultSettings))
42 | return;
43 |
44 | var pos = systemData.Rand.NextFloat2(mapSettings.size.c0, mapSettings.size.c1);
45 | var resolution = systemData.Rand.NextInt2(new int2(5), new int2(20));
46 | var soldierCount = resolution.x * resolution.y;
47 |
48 | var squadEntity = state.EntityManager.CreateEntity(systemData.SquadArchetype);
49 | state.EntityManager.GetBuffer(squadEntity).EnsureCapacity(soldierCount);
50 | state.EntityManager.SetComponentData(squadEntity, new SquadSettings
51 | {
52 | squadResolution = resolution,
53 | soldierMargin = squadDefaultSettings.defaultSettings.soldierMargin
54 | });
55 | state.EntityManager.SetComponentData(squadEntity, new RequireSoldier { count = soldierCount });
56 | state.EntityManager.SetComponentData(squadEntity, new WorldPosition2D { Value = pos });
57 | state.EntityManager.SetComponentData(squadEntity, new PrevWorldPosition2D { value = pos });
58 |
59 | SystemAPI.SetComponent(state.SystemHandle, systemData);
60 | }
61 | }
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/Assets/Sources/Rome/Systems/SpawnSoliderSystem.cs:
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1 | using Unity.Burst;
2 | using Unity.Entities;
3 | using UnityEngine;
4 |
5 | [BurstCompile]
6 | public partial struct SpawnSoliderSystem : ISystem
7 | {
8 | [BurstCompile]
9 | public void OnUpdate(ref SystemState state)
10 | {
11 | if (!Input.GetKey(KeyCode.A))
12 | return;
13 |
14 | if (!SystemAPI.TryGetSingleton(out var squadSettings))
15 | return;
16 |
17 | _ = SystemAPI.GetSingleton().CreateCommandBuffer(state.WorldUnmanaged).Instantiate(squadSettings.soldierPrefab);
18 | }
19 | }
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/Assets/Sources/Rome/Systems/SquadSpawnSystem.cs:
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1 | using NSprites;
2 | using Unity.Burst;
3 | using Unity.Collections;
4 | using Unity.Entities;
5 | using UnityEngine;
6 |
7 | [WorldSystemFilter(WorldSystemFilterFlags.Default)]
8 | [UpdateInGroup(typeof(SimulationSystemGroup))]
9 | [BurstCompile]
10 | public partial struct SquadSpawnSystem : ISystem
11 | {
12 | private struct SystemData : IComponentData
13 | {
14 | public EntityArchetype SquadArchetype;
15 | }
16 |
17 | [BurstCompile]
18 | public void OnCreate(ref SystemState state)
19 | {
20 | state.RequireForUpdate();
21 | state.RequireForUpdate();
22 |
23 | var typeArray = new NativeArray(4, Allocator.Temp);
24 | typeArray[0] = ComponentType.ReadOnly();
25 | typeArray[1] = ComponentType.ReadOnly();
26 | typeArray[2] = ComponentType.ReadOnly();
27 | typeArray[3] = ComponentType.ReadOnly();
28 |
29 | var systemData = new SystemData{ SquadArchetype = state.EntityManager.CreateArchetype(typeArray) };
30 |
31 | _ = state.EntityManager.AddComponentData(state.SystemHandle, systemData);
32 |
33 | typeArray.Dispose();
34 | }
35 |
36 | [BurstCompile]
37 | public void OnUpdate(ref SystemState state)
38 | {
39 | if (!Input.GetKeyDown(KeyCode.S))
40 | return;
41 |
42 | var systemData = SystemAPI.GetComponent(state.SystemHandle);
43 |
44 | var ecb = SystemAPI.GetSingleton().CreateCommandBuffer(state.WorldUnmanaged);
45 | var squadSettings = SystemAPI.GetSingleton();
46 | var soldierCount = squadSettings.SoldierCount;
47 |
48 | var squadEntity = ecb.CreateEntity(systemData.SquadArchetype);
49 | ecb.SetComponent(squadEntity, new RequireSoldier { count = soldierCount });
50 | }
51 | }
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