├── .gitignore
├── EventsExample
├── .gitignore
├── Assets
│ ├── 3rdParty.meta
│ ├── 3rdParty
│ │ ├── ReorderableList.meta
│ │ ├── ReorderableList
│ │ │ ├── .gitignore
│ │ │ ├── EditScriptableAttribute.cs
│ │ │ ├── Editor
│ │ │ │ ├── ReorderableArrayInspector.cs
│ │ │ │ └── SerializedPropExtension.cs
│ │ │ ├── LICENSE
│ │ │ ├── README.md
│ │ │ ├── ReorderableAttribute.cs
│ │ │ └── repo-url.txt
│ │ ├── SceneReference.meta
│ │ └── SceneReference
│ │ │ ├── SceneReference.cs
│ │ │ ├── SceneReference.cs.meta
│ │ │ ├── SceneReferenceTest.cs
│ │ │ ├── SceneReferenceTest.cs.meta
│ │ │ ├── UnitySceneReference.asmdef
│ │ │ ├── UnitySceneReference.asmdef.meta
│ │ │ ├── package.json
│ │ │ ├── package.json.meta
│ │ │ ├── repo-url.txt
│ │ │ └── repo-url.txt.meta
│ ├── Game.Content.meta
│ ├── Game.Content
│ │ ├── Audio.meta
│ │ ├── Audio
│ │ │ ├── 252083-spawn.ogg
│ │ │ ├── 252083-spawn.ogg.meta
│ │ │ ├── 462363-explode-firecracker.mp3
│ │ │ ├── 462363-explode-firecracker.mp3.meta
│ │ │ ├── licenses.txt
│ │ │ └── licenses.txt.meta
│ │ ├── Effects.meta
│ │ ├── Effects
│ │ │ ├── Fire & Explosion Effects.meta
│ │ │ └── Fire & Explosion Effects
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── Materials
│ │ │ │ ├── Embers_LWRP.mat
│ │ │ │ ├── Embers_LWRP.mat.meta
│ │ │ │ ├── EnergyExplosion_LWRP.mat
│ │ │ │ ├── EnergyExplosion_LWRP.mat.meta
│ │ │ │ ├── EnergyShockwave_LWRP.mat
│ │ │ │ └── EnergyShockwave_LWRP.mat.meta
│ │ │ │ ├── Prefabs.meta
│ │ │ │ ├── Prefabs
│ │ │ │ ├── EnergyExplosion.prefab
│ │ │ │ └── EnergyExplosion.prefab.meta
│ │ │ │ ├── Textures.meta
│ │ │ │ └── Textures
│ │ │ │ ├── Debris.png
│ │ │ │ ├── Debris.png.meta
│ │ │ │ ├── EnergyEffect.tif
│ │ │ │ ├── EnergyEffect.tif.meta
│ │ │ │ ├── Ramp03.png
│ │ │ │ ├── Ramp03.png.meta
│ │ │ │ ├── RoundSoftParticle.tif
│ │ │ │ ├── RoundSoftParticle.tif.meta
│ │ │ │ ├── SphereNormal.tif
│ │ │ │ ├── SphereNormal.tif.meta
│ │ │ │ ├── ramp01.png
│ │ │ │ ├── ramp01.png.meta
│ │ │ │ ├── shockwave.tif
│ │ │ │ └── shockwave.tif.meta
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── GroundMaterial.mat
│ │ │ ├── GroundMaterial.mat.meta
│ │ │ ├── Skybox_Mat.mat
│ │ │ └── Skybox_Mat.mat.meta
│ │ ├── Models.meta
│ │ ├── Models
│ │ │ ├── Character Model.meta
│ │ │ └── Character Model
│ │ │ │ ├── License.txt
│ │ │ │ ├── License.txt.meta
│ │ │ │ ├── Material.meta
│ │ │ │ ├── Material
│ │ │ │ ├── Advanced.meta
│ │ │ │ ├── Advanced
│ │ │ │ │ ├── skin_adventurer.mat
│ │ │ │ │ ├── skin_adventurer.mat.meta
│ │ │ │ │ ├── skin_adventurer.png
│ │ │ │ │ ├── skin_adventurer.png.meta
│ │ │ │ │ ├── skin_man.mat
│ │ │ │ │ ├── skin_man.mat.meta
│ │ │ │ │ ├── skin_man.png
│ │ │ │ │ ├── skin_man.png.meta
│ │ │ │ │ ├── skin_manAlternative.mat
│ │ │ │ │ ├── skin_manAlternative.mat.meta
│ │ │ │ │ ├── skin_manAlternative.png
│ │ │ │ │ ├── skin_manAlternative.png.meta
│ │ │ │ │ ├── skin_orc.mat
│ │ │ │ │ ├── skin_orc.mat.meta
│ │ │ │ │ ├── skin_orc.png
│ │ │ │ │ ├── skin_orc.png.meta
│ │ │ │ │ ├── skin_robot.mat
│ │ │ │ │ ├── skin_robot.mat.meta
│ │ │ │ │ ├── skin_robot.png
│ │ │ │ │ ├── skin_robot.png.meta
│ │ │ │ │ ├── skin_soldier.mat
│ │ │ │ │ ├── skin_soldier.mat.meta
│ │ │ │ │ ├── skin_soldier.png
│ │ │ │ │ ├── skin_soldier.png.meta
│ │ │ │ │ ├── skin_woman.mat
│ │ │ │ │ ├── skin_woman.mat.meta
│ │ │ │ │ ├── skin_woman.png
│ │ │ │ │ ├── skin_woman.png.meta
│ │ │ │ │ ├── skin_womanAlternative.mat
│ │ │ │ │ ├── skin_womanAlternative.mat.meta
│ │ │ │ │ ├── skin_womanAlternative.png
│ │ │ │ │ └── skin_womanAlternative.png.meta
│ │ │ │ ├── Basic.meta
│ │ │ │ └── Basic
│ │ │ │ │ ├── skin_adventurer.mat
│ │ │ │ │ ├── skin_adventurer.mat.meta
│ │ │ │ │ ├── skin_adventurer.png
│ │ │ │ │ ├── skin_adventurer.png.meta
│ │ │ │ │ ├── skin_man.mat
│ │ │ │ │ ├── skin_man.mat.meta
│ │ │ │ │ ├── skin_man.png
│ │ │ │ │ ├── skin_man.png.meta
│ │ │ │ │ ├── skin_manAlternative.mat
│ │ │ │ │ ├── skin_manAlternative.mat.meta
│ │ │ │ │ ├── skin_manAlternative.png
│ │ │ │ │ ├── skin_manAlternative.png.meta
│ │ │ │ │ ├── skin_orc.mat
│ │ │ │ │ ├── skin_orc.mat.meta
│ │ │ │ │ ├── skin_orc.png
│ │ │ │ │ ├── skin_orc.png.meta
│ │ │ │ │ ├── skin_robot.mat
│ │ │ │ │ ├── skin_robot.mat.meta
│ │ │ │ │ ├── skin_robot.png
│ │ │ │ │ ├── skin_robot.png.meta
│ │ │ │ │ ├── skin_soldier.mat
│ │ │ │ │ ├── skin_soldier.mat.meta
│ │ │ │ │ ├── skin_soldier.png
│ │ │ │ │ ├── skin_soldier.png.meta
│ │ │ │ │ ├── skin_woman.mat
│ │ │ │ │ ├── skin_woman.mat.meta
│ │ │ │ │ ├── skin_woman.png
│ │ │ │ │ ├── skin_woman.png.meta
│ │ │ │ │ ├── skin_womanAlternative.mat
│ │ │ │ │ ├── skin_womanAlternative.mat.meta
│ │ │ │ │ ├── skin_womanAlternative.png
│ │ │ │ │ └── skin_womanAlternative.png.meta
│ │ │ │ ├── Model.meta
│ │ │ │ └── Model
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── Materials
│ │ │ │ ├── lambert.mat
│ │ │ │ ├── lambert.mat.meta
│ │ │ │ ├── lambert1.mat
│ │ │ │ └── lambert1.mat.meta
│ │ │ │ ├── advancedCharacter.fbx
│ │ │ │ ├── advancedCharacter.fbx.meta
│ │ │ │ ├── basicCharacter.fbx
│ │ │ │ └── basicCharacter.fbx.meta
│ │ ├── Prefabs.meta
│ │ └── Prefabs
│ │ │ ├── Adventurer.prefab
│ │ │ ├── Adventurer.prefab.meta
│ │ │ ├── Audio.prefab
│ │ │ ├── Audio.prefab.meta
│ │ │ ├── Cube.prefab
│ │ │ ├── Cube.prefab.meta
│ │ │ ├── Effects.prefab
│ │ │ ├── Effects.prefab.meta
│ │ │ ├── Ground.prefab
│ │ │ ├── Ground.prefab.meta
│ │ │ ├── InGameInterface.prefab
│ │ │ ├── InGameInterface.prefab.meta
│ │ │ ├── Scenes.prefab
│ │ │ ├── Scenes.prefab.meta
│ │ │ ├── Sphere.prefab
│ │ │ └── Sphere.prefab.meta
│ ├── Game.Scripts.meta
│ ├── Game.Scripts
│ │ ├── AudioManager.cs
│ │ ├── AudioManager.cs.meta
│ │ ├── BugFixes.meta
│ │ ├── BugFixes
│ │ │ ├── CopySkinnedEntityData.cs
│ │ │ └── CopySkinnedEntityData.cs.meta
│ │ ├── Components.meta
│ │ ├── Components
│ │ │ ├── ActorDefinition.cs
│ │ │ ├── ActorDefinition.cs.meta
│ │ │ ├── BrainState.cs
│ │ │ ├── BrainState.cs.meta
│ │ │ ├── CollisionDetector.cs
│ │ │ ├── CollisionDetector.cs.meta
│ │ │ ├── Events.meta
│ │ │ ├── Events
│ │ │ │ ├── ActorCreatedEvent.cs
│ │ │ │ ├── ActorCreatedEvent.cs.meta
│ │ │ │ ├── AttackerDeathEvent.cs
│ │ │ │ ├── AttackerDeathEvent.cs.meta
│ │ │ │ ├── CollisionEvent.cs
│ │ │ │ ├── CollisionEvent.cs.meta
│ │ │ │ ├── PlaySoundEvent.cs
│ │ │ │ ├── PlaySoundEvent.cs.meta
│ │ │ │ ├── PlayerCreatedEvent.cs
│ │ │ │ ├── PlayerCreatedEvent.cs.meta
│ │ │ │ ├── ScoreUpdatedEvent.cs
│ │ │ │ ├── ScoreUpdatedEvent.cs.meta
│ │ │ │ ├── SpawnActorEvent.cs
│ │ │ │ ├── SpawnActorEvent.cs.meta
│ │ │ │ ├── SpawnEffectEvent.cs
│ │ │ │ ├── SpawnEffectEvent.cs.meta
│ │ │ │ ├── SpawnPlayerEvent.cs
│ │ │ │ ├── SpawnPlayerEvent.cs.meta
│ │ │ │ ├── TargetAcquiredEvent.cs
│ │ │ │ └── TargetAcquiredEvent.cs.meta
│ │ │ ├── MovementInfo.cs
│ │ │ ├── MovementInfo.cs.meta
│ │ │ ├── MovementTarget.cs
│ │ │ ├── MovementTarget.cs.meta
│ │ │ ├── OwnerRef.cs
│ │ │ ├── OwnerRef.cs.meta
│ │ │ ├── PlayerInput.cs
│ │ │ ├── PlayerInput.cs.meta
│ │ │ ├── PlayerSession.cs
│ │ │ ├── PlayerSession.cs.meta
│ │ │ ├── Scene.meta
│ │ │ ├── Scene
│ │ │ │ ├── RequestSceneLoadEvent.cs
│ │ │ │ ├── RequestSceneLoadEvent.cs.meta
│ │ │ │ ├── RequestSceneUnloadEvent.cs
│ │ │ │ ├── RequestSceneUnloadEvent.cs.meta
│ │ │ │ ├── SceneLoadedEvent.cs
│ │ │ │ ├── SceneLoadedEvent.cs.meta
│ │ │ │ ├── SceneLoadingProgress.cs
│ │ │ │ ├── SceneLoadingProgress.cs.meta
│ │ │ │ ├── SceneUnloadedEvent.cs
│ │ │ │ ├── SceneUnloadedEvent.cs.meta
│ │ │ │ ├── SceneUnloadingProgress.cs
│ │ │ │ └── SceneUnloadingProgress.cs.meta
│ │ │ ├── Tags.meta
│ │ │ ├── Tags
│ │ │ │ ├── AIPlayerTag.cs
│ │ │ │ ├── AIPlayerTag.cs.meta
│ │ │ │ ├── AttackerTag.cs
│ │ │ │ ├── AttackerTag.cs.meta
│ │ │ │ ├── DefenderTag.cs
│ │ │ │ ├── DefenderTag.cs.meta
│ │ │ │ ├── PlayerTag.cs
│ │ │ │ ├── PlayerTag.cs.meta
│ │ │ │ ├── UninitializedTag.cs
│ │ │ │ ├── UninitializedTag.cs.meta
│ │ │ │ ├── UnprocessedTag.cs
│ │ │ │ └── UnprocessedTag.cs.meta
│ │ │ ├── VisionInfo.cs
│ │ │ └── VisionInfo.cs.meta
│ │ ├── Effects.meta
│ │ ├── Effects
│ │ │ ├── ParticleEffect.cs
│ │ │ ├── ParticleEffect.cs.meta
│ │ │ ├── ParticleEffectCollection.cs
│ │ │ ├── ParticleEffectCollection.cs.meta
│ │ │ ├── ParticleEffectManager.cs
│ │ │ ├── ParticleEffectManager.cs.meta
│ │ │ ├── ParticleEffectSpawner.cs
│ │ │ └── ParticleEffectSpawner.cs.meta
│ │ ├── Extensions.meta
│ │ ├── Extensions
│ │ │ ├── DebugExtensions.cs
│ │ │ ├── DebugExtensions.cs.meta
│ │ │ ├── StringExtensions.cs
│ │ │ └── StringExtensions.cs.meta
│ │ ├── Providers.meta
│ │ ├── Providers
│ │ │ ├── Players.cs
│ │ │ ├── Players.cs.meta
│ │ │ ├── Prefabs.cs
│ │ │ ├── Prefabs.cs.meta
│ │ │ ├── ProviderSystem.cs
│ │ │ └── ProviderSystem.cs.meta
│ │ ├── SceneLoader.cs
│ │ ├── SceneLoader.cs.meta
│ │ ├── Support.meta
│ │ ├── Support
│ │ │ ├── EventRouter.cs
│ │ │ ├── EventRouter.cs.meta
│ │ │ ├── ObjectPool.cs
│ │ │ ├── ObjectPool.cs.meta
│ │ │ ├── PoolGroup.cs
│ │ │ ├── PoolGroup.cs.meta
│ │ │ ├── SubscenePrefabConversion.cs
│ │ │ ├── SubscenePrefabConversion.cs.meta
│ │ │ ├── UnsafeEnumerator.cs
│ │ │ └── UnsafeEnumerator.cs.meta
│ │ ├── Systems.meta
│ │ ├── Systems
│ │ │ ├── EventDebugSystem.cs
│ │ │ ├── EventDebugSystem.cs.meta
│ │ │ ├── ExplodeOnCollisionSystem.cs
│ │ │ ├── ExplodeOnCollisionSystem.cs.meta
│ │ │ ├── LevelCreateSystem.cs
│ │ │ ├── LevelCreateSystem.cs.meta
│ │ │ ├── LevelDestroySystem.cs
│ │ │ ├── LevelDestroySystem.cs.meta
│ │ │ ├── MovementSystem.cs
│ │ │ ├── MovementSystem.cs.meta
│ │ │ ├── PlayerSessionSystem.cs
│ │ │ ├── PlayerSessionSystem.cs.meta
│ │ │ ├── PrefabSystem.cs
│ │ │ ├── PrefabSystem.cs.meta
│ │ │ ├── SimpleCollisionSystem.cs
│ │ │ ├── SimpleCollisionSystem.cs.meta
│ │ │ ├── SpawnAttackerSystem.cs
│ │ │ ├── SpawnAttackerSystem.cs.meta
│ │ │ ├── SpawnDefenderSystem.cs
│ │ │ ├── SpawnDefenderSystem.cs.meta
│ │ │ ├── SpawnPlayerSystem.cs
│ │ │ ├── SpawnPlayerSystem.cs.meta
│ │ │ ├── TargetFinderSystem.cs
│ │ │ └── TargetFinderSystem.cs.meta
│ │ ├── UI.meta
│ │ └── UI
│ │ │ ├── UIActorSpawner.cs
│ │ │ ├── UIActorSpawner.cs.meta
│ │ │ ├── UIMainMenu.cs
│ │ │ ├── UIMainMenu.cs.meta
│ │ │ ├── UIScoreUpdater.cs
│ │ │ └── UIScoreUpdater.cs.meta
│ ├── Presets.meta
│ ├── Presets
│ │ ├── AudioCompressedInMemory.preset
│ │ ├── AudioCompressedInMemory.preset.meta
│ │ ├── AudioStreaming.preset
│ │ ├── AudioStreaming.preset.meta
│ │ ├── Defaults.meta
│ │ ├── Defaults
│ │ │ ├── AlbedoTexture_Default.preset
│ │ │ ├── AlbedoTexture_Default.preset.meta
│ │ │ ├── AudioDecompressOnLoad.preset
│ │ │ ├── AudioDecompressOnLoad.preset.meta
│ │ │ ├── DirectionalLight_Default.preset
│ │ │ └── DirectionalLight_Default.preset.meta
│ │ ├── NormalTexture.preset
│ │ ├── NormalTexture.preset.meta
│ │ ├── UtilityTexture.preset
│ │ └── UtilityTexture.preset.meta
│ ├── SceneDependencyCache.meta
│ ├── SceneDependencyCache
│ │ ├── 186b0fee99acd5d5350ed7eda04a2dc0.sceneWithBuildSettings
│ │ ├── 186b0fee99acd5d5350ed7eda04a2dc0.sceneWithBuildSettings.meta
│ │ ├── 30f1d870d6772c12f575828b85cf68f5.sceneWithBuildSettings
│ │ └── 30f1d870d6772c12f575828b85cf68f5.sceneWithBuildSettings.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── Levels.meta
│ │ ├── Levels
│ │ │ ├── Level_1.unity
│ │ │ └── Level_1.unity.meta
│ │ ├── StartScene.unity
│ │ ├── StartScene.unity.meta
│ │ ├── SubScenes.meta
│ │ ├── SubScenes
│ │ │ ├── Prefabs.unity
│ │ │ └── Prefabs.unity.meta
│ │ ├── UI.meta
│ │ └── UI
│ │ │ ├── InGameMenu.unity
│ │ │ ├── InGameMenu.unity.meta
│ │ │ ├── MainMenu.unity
│ │ │ └── MainMenu.unity.meta
│ ├── Settings.meta
│ └── Settings
│ │ ├── ForwardRenderer.asset
│ │ ├── ForwardRenderer.asset.meta
│ │ ├── SampleSceneProfile.asset
│ │ ├── SampleSceneProfile.asset.meta
│ │ ├── UniversalRP-HighQuality.asset
│ │ ├── UniversalRP-HighQuality.asset.meta
│ │ ├── UniversalRP-LowQuality.asset
│ │ ├── UniversalRP-LowQuality.asset.meta
│ │ ├── UniversalRP-MediumQuality.asset
│ │ └── UniversalRP-MediumQuality.asset.meta
├── Packages
│ ├── UnityEcsEvents
│ │ ├── .gitignore
│ │ ├── LICENSE
│ │ ├── LICENSE.meta
│ │ ├── README.md
│ │ ├── README.md.meta
│ │ ├── Runtime.meta
│ │ ├── Runtime
│ │ │ ├── ArchetypeView.cs
│ │ │ ├── ArchetypeView.cs.meta
│ │ │ ├── AssemblyInfo.cs
│ │ │ ├── AssemblyInfo.cs.meta
│ │ │ ├── BufferHeaderProxy.cs
│ │ │ ├── BufferHeaderProxy.cs.meta
│ │ │ ├── BufferLink.cs
│ │ │ ├── BufferLink.cs.meta
│ │ │ ├── EntityEvent.cs
│ │ │ ├── EntityEvent.cs.meta
│ │ │ ├── EntityEventSystem.cs
│ │ │ ├── EntityEventSystem.cs.meta
│ │ │ ├── EntityEventSystemLoader.cs
│ │ │ ├── EntityEventSystemLoader.cs.meta
│ │ │ ├── EventBatch.cs
│ │ │ ├── EventBatch.cs.meta
│ │ │ ├── EventQueue.cs
│ │ │ ├── EventQueue.cs.meta
│ │ │ ├── Extensions.meta
│ │ │ ├── Extensions
│ │ │ │ ├── StringExtensions.cs
│ │ │ │ ├── StringExtensions.cs.meta
│ │ │ │ ├── UnsafeExtensions.cs
│ │ │ │ └── UnsafeExtensions.cs.meta
│ │ │ ├── MultiAppendBuffer.cs
│ │ │ ├── MultiAppendBuffer.cs.meta
│ │ │ ├── StructuralChangeQueue.cs
│ │ │ ├── StructuralChangeQueue.cs.meta
│ │ │ ├── UnsafeEntityManager.cs
│ │ │ ├── UnsafeEntityManager.cs.meta
│ │ │ ├── UnsafeNativeArray.cs
│ │ │ ├── UnsafeNativeArray.cs.meta
│ │ │ ├── Vella.Events.asmdef
│ │ │ ├── Vella.Events.asmdef.meta
│ │ │ └── vbmd4qha.dxk~
│ │ ├── Tests.meta
│ │ ├── Tests
│ │ │ ├── ArchetypeChunkViewTests.cs
│ │ │ ├── ArchetypeChunkViewTests.cs.meta
│ │ │ ├── Attributes.meta
│ │ │ ├── Attributes
│ │ │ │ ├── TestCategory.cs
│ │ │ │ └── TestCategory.cs.meta
│ │ │ ├── Data.meta
│ │ │ ├── Data
│ │ │ │ ├── TestComponents.cs
│ │ │ │ └── TestComponents.cs.meta
│ │ │ ├── EventBatchTests.cs
│ │ │ ├── EventBatchTests.cs.meta
│ │ │ ├── EventQueueTests.cs
│ │ │ ├── EventQueueTests.cs.meta
│ │ │ ├── EventSystemBasicTests.cs
│ │ │ ├── EventSystemBasicTests.cs.meta
│ │ │ ├── EventSystemSequentialTests.cs
│ │ │ ├── EventSystemSequentialTests.cs.meta
│ │ │ ├── Fixtures.meta
│ │ │ ├── Fixtures
│ │ │ │ ├── ECSTestsFixture.cs
│ │ │ │ ├── ECSTestsFixture.cs.meta
│ │ │ │ ├── EntityPerformanceTestFixture.cs
│ │ │ │ ├── EntityPerformanceTestFixture.cs.meta
│ │ │ │ ├── EscQueueTestsFixture.cs
│ │ │ │ └── EscQueueTestsFixture.cs.meta
│ │ │ ├── Helpers.meta
│ │ │ ├── Helpers
│ │ │ │ ├── NativeArrayBuilder.cs
│ │ │ │ └── NativeArrayBuilder.cs.meta
│ │ │ ├── IntegrationPerformanceTests.cs
│ │ │ ├── IntegrationPerformanceTests.cs.meta
│ │ │ ├── IsolatedComparison.cs
│ │ │ ├── IsolatedComparison.cs.meta
│ │ │ ├── ProxyTests.cs
│ │ │ ├── ProxyTests.cs.meta
│ │ │ ├── UnsafeEntityManagerTests.cs
│ │ │ ├── UnsafeEntityManagerTests.cs.meta
│ │ │ ├── UnsafeExtensionsTests.cs
│ │ │ ├── UnsafeExtensionsTests.cs.meta
│ │ │ ├── Vella.Events.Tests.asmdef
│ │ │ └── Vella.Events.Tests.asmdef.meta
│ │ ├── package.json
│ │ └── package.json.meta
│ └── manifest.json
└── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ └── XRSettings.asset
├── LICENSE
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Mm]emoryCaptures/
12 |
13 | # Asset meta data should only be ignored when the corresponding asset is also ignored
14 | !/[Aa]ssets/**/*.meta
15 |
16 | # Uncomment this line if you wish to ignore the asset store tools plugin
17 | # /[Aa]ssets/AssetStoreTools*
18 |
19 | # Autogenerated Jetbrains Rider plugin
20 | [Aa]ssets/Plugins/Editor/JetBrains*
21 |
22 | # Visual Studio cache directory
23 | .vs/
24 |
25 | # Gradle cache directory
26 | .gradle/
27 |
28 | # Autogenerated VS/MD/Consulo solution and project files
29 | ExportedObj/
30 | .consulo/
31 | *.csproj
32 | *.unityproj
33 | *.sln
34 | *.suo
35 | *.tmp
36 | *.user
37 | *.userprefs
38 | *.pidb
39 | *.booproj
40 | *.svd
41 | *.pdb
42 | *.mdb
43 | *.opendb
44 | *.VC.db
45 |
46 | # Unity3D generated meta files
47 | *.pidb.meta
48 | *.pdb.meta
49 | *.mdb.meta
50 |
51 | # Unity3D generated file on crash reports
52 | sysinfo.txt
53 |
54 | # Builds
55 | *.apk
56 | *.unitypackage
57 |
58 | # Crashlytics generated file
59 | crashlytics-build.properties
60 |
61 |
--------------------------------------------------------------------------------
/EventsExample/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Mm]emoryCaptures/
12 |
13 | # Asset meta data should only be ignored when the corresponding asset is also ignored
14 | !/[Aa]ssets/**/*.meta
15 |
16 | # Uncomment this line if you wish to ignore the asset store tools plugin
17 | # /[Aa]ssets/AssetStoreTools*
18 |
19 | # Autogenerated Jetbrains Rider plugin
20 | [Aa]ssets/Plugins/Editor/JetBrains*
21 |
22 | # Visual Studio cache directory
23 | .vs/
24 |
25 | # Gradle cache directory
26 | .gradle/
27 |
28 | # Autogenerated VS/MD/Consulo solution and project files
29 | ExportedObj/
30 | .consulo/
31 | *.csproj
32 | *.unityproj
33 | *.sln
34 | *.suo
35 | *.tmp
36 | *.user
37 | *.userprefs
38 | *.pidb
39 | *.booproj
40 | *.svd
41 | *.pdb
42 | *.mdb
43 | *.opendb
44 | *.VC.db
45 |
46 | # Unity3D generated meta files
47 | *.pidb.meta
48 | *.pdb.meta
49 | *.mdb.meta
50 |
51 | # Unity3D generated file on crash reports
52 | sysinfo.txt
53 |
54 | # Builds
55 | *.apk
56 | *.unitypackage
57 |
58 | # Crashlytics generated file
59 | crashlytics-build.properties
60 |
61 |
--------------------------------------------------------------------------------
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/EventsExample/Assets/3rdParty/ReorderableList/.gitignore:
--------------------------------------------------------------------------------
1 | /[Ll]ibrary/
2 | /[Tt]emp/
3 | /[Oo]bj/
4 | /[Bb]uild/
5 | /[Bb]uilds/
6 | /Assets/AssetStoreTools*
7 |
8 | # Autogenerated VS/MD solution and project files
9 | ExportedObj/
10 | *.csproj
11 | *.unityproj
12 | *.sln
13 | *.suo
14 | *.tmp
15 | *.user
16 | *.userprefs
17 | *.pidb
18 | *.booproj
19 | *.svd
20 |
21 | # Unity3D generated meta files
22 | *.pidb.meta
23 | *.meta
24 |
25 | # Unity3D Generated File On Crash Reports
26 | sysinfo.txt
27 |
28 | # Builds
29 | *.apk
30 | *.unitypackage
31 |
--------------------------------------------------------------------------------
/EventsExample/Assets/3rdParty/ReorderableList/EditScriptableAttribute.cs:
--------------------------------------------------------------------------------
1 | /*MIT License
2 |
3 | Copyright(c) 2017 Jeiel Aranal
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.*/
22 |
23 | using UnityEngine;
24 |
25 | namespace SubjectNerd.Utilities
26 | {
27 | ///
28 | /// Display a ScriptableObject field with an inline editor
29 | ///
30 | public class EditScriptableAttribute : PropertyAttribute
31 | {
32 |
33 | }
34 | }
--------------------------------------------------------------------------------
/EventsExample/Assets/3rdParty/ReorderableList/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2017 Jeiel Aranal
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/EventsExample/Assets/3rdParty/ReorderableList/repo-url.txt:
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1 | https://github.com/SubjectNerd-Unity/ReorderableInspector
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/EventsExample/Assets/3rdParty/SceneReference/SceneReferenceTest.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | public class SceneReferenceTest : MonoBehaviour
4 | {
5 | private void OnGUI()
6 | {
7 | DisplayLevel(exampleNull);
8 | DisplayLevel(exampleMissing);
9 | DisplayLevel(exampleDisabled);
10 | DisplayLevel(exampleEnabled);
11 | }
12 |
13 | public void DisplayLevel(SceneReference scene)
14 | {
15 | GUILayout.Label(new GUIContent("Scene name Path: " + scene));
16 | if (GUILayout.Button("Load " + scene))
17 | {
18 | UnityEngine.SceneManagement.SceneManager.LoadScene(scene);
19 | }
20 | }
21 |
22 | public SceneReference exampleNull;
23 | public SceneReference exampleMissing;
24 | public SceneReference exampleDisabled;
25 | public SceneReference exampleEnabled;
26 |
27 | }
28 |
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1 | {
2 | "dependencies": {},
3 | "description": "[Unity3D] A Reliable, user-friendly way to reference SceneAssets by script.",
4 | "displayName": "Unity Scene Reference",
5 | "name": "com.johannesmp.unityscenereference",
6 | "version": "1.1.0"
7 | }
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1 |
2 | Creative Commons Zero:
3 | https://creativecommons.org/publicdomain/zero/1.0/
4 |
5 | 462363__keng-wai-chane-chick-te__explode-firecracker.wav
6 | https://freesound.org/people/keng-wai-chane-chick-te/sounds/462363/
7 |
8 | 252083__pepingrillin__spawn.ogg
9 | https://freesound.org/people/pepingrillin/sounds/252083/
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1 |
2 |
3 | Blocky Characters (+ 8 skins)
4 |
5 | by Kenney Vleugels (Kenney.nl)
6 | and Casper Jorissen (Kenney.nl)
7 |
8 | ------------------------------
9 |
10 | License (Creative Commons Zero, CC0)
11 | http://creativecommons.org/publicdomain/zero/1.0/
12 |
13 | You may use these assets in personal and commercial projects.
14 | Credit (Kenney or www.kenney.nl) would be nice but is not mandatory.
15 |
16 | ------------------------------
17 |
18 | Donate: http://support.kenney.nl
19 | Request: http://request.kenney.nl
20 |
21 | Follow on Twitter for updates:
22 | @KenneyWings
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/EventsExample/Assets/Game.Scripts/BugFixes/CopySkinnedEntityData.cs:
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1 | using Unity.Entities;
2 | using Unity.Rendering;
3 |
4 | // https://answers.unity.com/questions/1695108/boneindexoffset-error-with-usdz-model-and-ecs.html
5 |
6 | [UpdateInGroup(typeof(InitializationSystemGroup))]
7 | public class BugFixCopySkinnedEntityData : SystemBase
8 | {
9 | /* Suppresses the error: "ArgumentException: A component with type:BoneIndexOffset
10 | * has not been added to the entity.", until the Unity bug is fixed. */
11 |
12 | protected override void OnCreate()
13 | {
14 | World.GetOrCreateSystem().Enabled = false;
15 | Enabled = false;
16 | World.DestroySystem(this);
17 | }
18 |
19 | protected override void OnUpdate() => throw new System.NotImplementedException();
20 | }
21 |
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/EventsExample/Assets/Game.Scripts/Components/ActorDefinition.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 | using Unity.Mathematics;
8 |
9 | namespace Assets.Scripts.Components
10 | {
11 | public enum ActorType
12 | {
13 | None = 0,
14 | Unit,
15 | Player,
16 | Environment,
17 | Lighting,
18 | Effect,
19 | Sound,
20 | }
21 |
22 | public enum ActorCategory
23 | {
24 | None = 0,
25 | Attacker,
26 | Defender,
27 | HumanPlayer,
28 | AIPlayer,
29 | }
30 |
31 | public enum ActorAssetId
32 | {
33 | None = 0,
34 | PlayerPawn,
35 | DefenderSphere,
36 | AttackerCube,
37 | Adventurer,
38 | }
39 |
40 | [Flags, Serializable]
41 | public enum ActorFlags
42 | {
43 | None = 0,
44 | AddTransformAsOffset = 1 << 0,
45 | Unused = 1 << 1
46 | }
47 |
48 | [GenerateAuthoringComponent]
49 | public struct ActorDefinition : IComponentData
50 | {
51 | public ActorAssetId AssetId;
52 | public ActorType ActorType;
53 | public ActorCategory Team;
54 | public ActorFlags Flags;
55 | }
56 | }
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/EventsExample/Assets/Game.Scripts/Components/BrainState.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components
9 | {
10 | [Flags, Serializable]
11 | public enum BrainFlags
12 | {
13 | None = 0,
14 | Alerted = 1 << 0,
15 | Depressed = 1 << 1,
16 | Disabled = 1 << 2,
17 | }
18 |
19 | public enum BrainActivity
20 | {
21 | None = 0,
22 | Idle,
23 | InPursuit,
24 | Wandering,
25 | Searching,
26 | }
27 |
28 | [GenerateAuthoringComponent]
29 | public struct BrainState : IComponentData
30 | {
31 | public BrainActivity Activity;
32 | public BrainFlags Flags;
33 | }
34 | }
35 |
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/EventsExample/Assets/Game.Scripts/Components/CollisionDetector.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components
9 | {
10 | [GenerateAuthoringComponent]
11 | public struct CollisionDetector : IComponentData
12 | {
13 | public float Range;
14 | }
15 | }
16 |
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/EventsExample/Assets/Game.Scripts/Components/Events/ActorCreatedEvent.cs:
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1 | using Assets.Scripts.Components;
2 | using System;
3 | using System.Collections.Generic;
4 | using System.Linq;
5 | using System.Text;
6 | using System.Threading.Tasks;
7 | using Unity.Entities;
8 |
9 | namespace Assets.Game.Scripts.Components.Events
10 | {
11 | public struct ActorCreatedEvent : IComponentData
12 | {
13 | public ActorAssetId AssetId;
14 | }
15 | }
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/EventsExample/Assets/Game.Scripts/Components/Events/AttackerDeathEvent.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 | using Unity.Mathematics;
8 |
9 | namespace Assets.Scripts.Components.Events
10 | {
11 | public struct ActorDeathEvent : IComponentData
12 | {
13 | public ActorDefinition Definition;
14 |
15 | public OwnerRef AttributedTo;
16 |
17 | public float3 DeathPosition;
18 | }
19 | }
20 |
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/EventsExample/Assets/Game.Scripts/Components/Events/CollisionEvent.cs:
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1 | using Assets.Scripts.Systems;
2 | using System;
3 | using System.Collections.Generic;
4 | using System.Linq;
5 | using System.Text;
6 | using System.Threading.Tasks;
7 | using Unity.Entities;
8 |
9 | namespace Assets.Scripts.Components.Events
10 | {
11 | public struct CollisionEvent : IComponentData
12 | {
13 | public DetectorInfo Source;
14 | public Hit Hit;
15 | }
16 | }
17 |
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/EventsExample/Assets/Game.Scripts/Components/Events/PlaySoundEvent.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 | using Unity.Mathematics;
8 |
9 | namespace Assets.Scripts.Components.Events
10 | {
11 | public enum SoundCategory
12 | {
13 | None = 0,
14 | Collision,
15 | ScoreGained,
16 | Spawn,
17 | }
18 |
19 | public struct PlayAudioEvent : IComponentData
20 | {
21 | internal float3 SpawnPosition;
22 | internal Entity AssociatedEntity;
23 | internal SoundCategory Sound;
24 | }
25 | }
26 |
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/EventsExample/Assets/Game.Scripts/Components/Events/PlayerCreatedEvent.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components.Events
9 | {
10 | public struct PlayerCreatedEvent : IComponentData
11 | {
12 | public int Id;
13 | }
14 | }
15 |
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/EventsExample/Assets/Game.Scripts/Components/Events/ScoreUpdatedEvent.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components.Events
9 | {
10 | public enum ScoreUpdateType
11 | {
12 | None = 0,
13 | AttackerDeath
14 | }
15 |
16 | public struct ScoreUpdatedEvent : IComponentData
17 | {
18 | public ScoreUpdateType Type;
19 | public int CurrentScore;
20 | public int ChangedAmount;
21 | }
22 | }
23 |
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/EventsExample/Assets/Game.Scripts/Components/Events/SpawnActorEvent.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components.Events
9 | {
10 | public struct SpawnActorEvent : IComponentData
11 | {
12 | public int Amount;
13 | public ActorCategory Catetory;
14 | public int OwnerId;
15 | }
16 | }
17 |
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/EventsExample/Assets/Game.Scripts/Components/Events/SpawnEffectEvent.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 | using Unity.Mathematics;
8 |
9 | namespace Assets.Scripts.Components.Events
10 | {
11 | public enum EffectCategory
12 | {
13 | None = 0,
14 | Collision,
15 | ScoreGained,
16 | Spawn,
17 | }
18 |
19 | public struct SpawnEffectEvent : IComponentData
20 | {
21 | public float3 SpawnPosition;
22 | public Entity AssociatedEntity;
23 | public EffectCategory Category;
24 | }
25 | }
26 |
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/EventsExample/Assets/Game.Scripts/Components/Events/SpawnPlayerEvent.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components.Events
9 | {
10 | public struct SpawnPlayerEvent : IComponentData
11 | {
12 | public int InputPlayerId;
13 | public ActorCategory Category;
14 | }
15 | }
16 |
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/EventsExample/Assets/Game.Scripts/Components/Events/TargetAcquiredEvent.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 | using Unity.Mathematics;
8 |
9 | namespace Assets.Scripts.Components.Events
10 | {
11 | public struct TargetAcquiredEvent : IComponentData
12 | {
13 | public Entity Source;
14 | public float3 SourcePosition;
15 | public Entity Target;
16 | public float3 TargetPosition;
17 | }
18 | }
19 |
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/EventsExample/Assets/Game.Scripts/Components/MovementInfo.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components
9 | {
10 | [Flags, Serializable]
11 | public enum MovementFlags
12 | {
13 | None = 0,
14 | Flying = 1 << 0,
15 | Charges = 1 << 1,
16 | }
17 |
18 | [GenerateAuthoringComponent]
19 | public struct MovementInfo : IComponentData
20 | {
21 | public float Speed;
22 | public MovementFlags Flags;
23 | }
24 | }
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/EventsExample/Assets/Game.Scripts/Components/MovementTarget.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 | using Unity.Mathematics;
8 |
9 | namespace Assets.Scripts.Components
10 | {
11 | public struct MovementTarget : IComponentData
12 | {
13 | public Entity Entity;
14 | public float3 Position;
15 | }
16 | }
17 |
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/EventsExample/Assets/Game.Scripts/Components/OwnerRef.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components
9 | {
10 | public struct OwnerRef : IComponentData
11 | {
12 | public int Id;
13 | public Entity Entity;
14 | }
15 | }
16 |
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/EventsExample/Assets/Game.Scripts/Components/PlayerInput.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 | using Unity.Mathematics;
8 |
9 | namespace Assets.Scripts.Components
10 | {
11 | public struct PlayerInput : IComponentData
12 | {
13 | public float3 PointerPosition;
14 | public int InputPlayerId;
15 | }
16 | }
17 |
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/EventsExample/Assets/Game.Scripts/Components/PlayerSession.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components
9 | {
10 | public struct PlayerSession : IComponentData
11 | {
12 | public int PlayerId;
13 | public int Score;
14 | }
15 | }
16 |
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/EventsExample/Assets/Game.Scripts/Components/Scene/RequestSceneLoadEvent.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Game.Scripts.Components.Events
9 | {
10 | public struct RequestSceneLoadEvent : IComponentData
11 | {
12 | public SceneId Id;
13 | }
14 | }
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/EventsExample/Assets/Game.Scripts/Components/Scene/RequestSceneUnloadEvent.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Game.Scripts.Components.Events
9 | {
10 | public struct RequestSceneUnloadEvent : IComponentData
11 | {
12 | public SceneId Id;
13 | public SceneId ThenLoad;
14 | }
15 | }
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/EventsExample/Assets/Game.Scripts/Components/Scene/SceneLoadedEvent.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Game.Scripts.Components.Events
9 | {
10 | public enum SceneCategory
11 | {
12 | None = 0,
13 | Level,
14 | Menu,
15 | }
16 |
17 | public struct SceneLoadedEvent : IComponentData
18 | {
19 | public SceneId Id;
20 | public SceneCategory SceneCategory;
21 | public Entity ProgressEntity;
22 | }
23 | }
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/EventsExample/Assets/Game.Scripts/Components/Scene/SceneLoadingProgress.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Game.Scripts.Components
9 | {
10 | public struct SceneLoadingProgress : IComponentData
11 | {
12 | public SceneId Id;
13 | public float PercentComplete;
14 | }
15 | }
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/EventsExample/Assets/Game.Scripts/Components/Scene/SceneUnloadedEvent.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Game.Scripts.Components.Events
9 | {
10 | public struct SceneUnloadedEvent : IComponentData
11 | {
12 | public SceneId Id;
13 | public SceneCategory Category;
14 | public Entity ProgressEntity;
15 | }
16 | }
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/EventsExample/Assets/Game.Scripts/Components/Scene/SceneUnloadingProgress.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Game.Scripts.Components
9 | {
10 | public struct SceneUnloadingProgress : IComponentData
11 | {
12 | public SceneId Id;
13 | public float PercentComplete;
14 | }
15 | }
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/EventsExample/Assets/Game.Scripts/Components/Tags/AIPlayerTag.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Game.Scripts.Components.Tags
9 | {
10 | public struct AIPlayerTag : IComponentData
11 | {
12 | }
13 | }
14 |
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/EventsExample/Assets/Game.Scripts/Components/Tags/AttackerTag.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components.Tags
9 | {
10 | public struct AttackerTag : IComponentData { }
11 | }
12 |
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/EventsExample/Assets/Game.Scripts/Components/Tags/DefenderTag.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components.Tags
9 | {
10 | public struct DefenderTag : IComponentData { }
11 | }
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/EventsExample/Assets/Game.Scripts/Components/Tags/PlayerTag.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components.Tags
9 | {
10 | public struct PlayerTag : IComponentData { }
11 | }
12 |
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/EventsExample/Assets/Game.Scripts/Components/Tags/UninitializedTag.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components.Tags
9 | {
10 | public struct UninitializedTag : IComponentData { }
11 | }
12 |
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components.Tags
9 | {
10 | public struct UnprocessedTag : IComponentData { }
11 | }
12 |
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/EventsExample/Assets/Game.Scripts/Components/VisionInfo.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Entities;
7 |
8 | namespace Assets.Scripts.Components
9 | {
10 | [Flags, Serializable]
11 | public enum VisionFlags
12 | {
13 | None = 0,
14 | Blinded = 1 << 0,
15 | Perceptive = 1 << 0,
16 | }
17 |
18 | [GenerateAuthoringComponent]
19 | public struct VisionInfo : IComponentData
20 | {
21 | public float Distance;
22 | public float ArcDegrees;
23 | public VisionFlags Flags;
24 | }
25 | }
26 |
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/EventsExample/Assets/Game.Scripts/Effects/ParticleEffectCollection.cs:
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1 | using Assets.Scripts.Components.Events;
2 | using SubjectNerd.Utilities;
3 | using System;
4 | using System.Collections.Generic;
5 | using System.Linq;
6 | using UnityEngine;
7 |
8 | namespace Assets.Game.Scripts.Effects
9 | {
10 | public class ParticleEffectCollection : MonoBehaviour
11 | {
12 | [Serializable]
13 | public struct EffectEntry
14 | {
15 | public EffectCategory Category;
16 | public ParticleEffect Effect;
17 | }
18 |
19 | [Reorderable]
20 | public List Effects = new List();
21 | public ILookup ByCategory;
22 |
23 | private void Start()
24 | {
25 | ByCategory = Effects.ToLookup(k => k.Category, v => v);
26 | }
27 | }
28 | }
29 |
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/EventsExample/Assets/Game.Scripts/Effects/ParticleEffectSpawner.cs:
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1 | using Assets.Scripts.Components.Events;
2 | using Assets.Scripts.UI;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using UnityEngine;
7 |
8 | namespace Assets.Game.Scripts.Effects
9 | {
10 |
11 | public class ParticleEffectSpawner : MonoBehaviour, IEventObserver
12 | {
13 | public EventRouter EventSource;
14 | public ParticleEffectManager Manager;
15 | public ParticleEffectCollection Effects;
16 |
17 | private void Start()
18 | {
19 | EventSource.AddListener(this);
20 | }
21 |
22 | public void OnEvent(SpawnEffectEvent e)
23 | {
24 | if(Effects.ByCategory.Contains(e.Category))
25 | {
26 | var effects = Effects.ByCategory[e.Category];
27 | var first = effects.FirstOrDefault();
28 | Manager.Spawn(first.Effect, e.SpawnPosition);
29 | }
30 | }
31 | }
32 | }
33 |
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/EventsExample/Assets/Game.Scripts/Extensions/DebugExtensions.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Diagnostics;
4 | using System.Linq;
5 | using System.Text;
6 | using System.Threading.Tasks;
7 | using Unity.Collections;
8 | using Unity.Entities;
9 |
10 | namespace Assets.Scripts.Extensions
11 | {
12 | public static class DebugExtensions
13 | {
14 | [Conditional("UNITY_EDITOR")]
15 | public static void TrimNameStart(this EntityManager em, NativeArray entities, string prefix)
16 | {
17 | for (int i = 0; i < entities.Length; i++)
18 | {
19 | TrimNameStart(em, entities[i], prefix);
20 | }
21 | }
22 |
23 | [Conditional("UNITY_EDITOR")]
24 | public static void TrimNameStart(this EntityManager em, Entity entity, string prefix)
25 | {
26 | em.SetName(entity, em.GetName(entity).TrimStart(prefix));
27 | }
28 |
29 | [Conditional("UNITY_EDITOR")]
30 | public static void PrependName(this EntityManager em, NativeArray entities, string prefix)
31 | {
32 | for (int i = 0; i < entities.Length; i++)
33 | {
34 | PrependName(em, entities[i], prefix);
35 | }
36 | }
37 |
38 | [Conditional("UNITY_EDITOR")]
39 | public static void PrependName(this EntityManager em, Entity entity, string prefix)
40 | {
41 | var currentName = em.GetName(entity);
42 | if (!currentName.StartsWith(prefix))
43 | {
44 | em.SetName(entity, prefix + em.GetName(entity));
45 | }
46 | }
47 | }
48 | }
49 |
50 |
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/EventsExample/Assets/Game.Scripts/Extensions/StringExtensions.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 |
7 | namespace Assets.Scripts.Extensions
8 | {
9 | public static class StringExtensions
10 | {
11 | public static string TrimStart(this string source, string value, StringComparison comparisonType = StringComparison.InvariantCultureIgnoreCase)
12 | {
13 | // #ref https://stackoverflow.com/questions/4335878/c-sharp-trimstart-with-string-parameter
14 |
15 | if (source == null)
16 | throw new ArgumentNullException(nameof(source));
17 |
18 | int valueLength = value.Length;
19 | int startIndex = 0;
20 |
21 | while (source.IndexOf(value, startIndex, comparisonType) == startIndex)
22 | startIndex += valueLength;
23 |
24 | return source.Substring(startIndex);
25 | }
26 | }
27 | }
28 |
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/EventsExample/Assets/Game.Scripts/Providers/Players.cs:
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1 | using Assets.Scripts.Components;
2 | using Assets.Scripts.Support;
3 | using System;
4 | using System.Collections.Generic;
5 | using System.Linq;
6 | using System.Text;
7 | using System.Threading.Tasks;
8 | using Unity.Collections;
9 | using Unity.Collections.LowLevel.Unsafe;
10 | using Unity.Entities;
11 |
12 | namespace Assets.Scripts.Providers
13 | {
14 | public struct PlayerRef
15 | {
16 | public int Id;
17 | public Entity Entity;
18 | }
19 |
20 | ///
21 | /// A burstable lookup for ; maintained by
22 | ///
23 | public struct Players : INativeProvider
24 | {
25 | private UnsafeMultiHashMap _playerById;
26 |
27 | public int Length { get; private set; }
28 |
29 | public void Allocate(SystemBase owner, Allocator allocator)
30 | {
31 | _playerById = new UnsafeMultiHashMap(1, allocator);
32 | }
33 |
34 | public void Add(PlayerRef player)
35 | {
36 | _playerById.Add(player.Id, player);
37 | Length++;
38 | }
39 |
40 | public bool TryGet(int playerId, out PlayerRef item)
41 | {
42 | return _playerById.TryGetFirstValue(playerId, out item, out var it);
43 | }
44 |
45 | public unsafe UnsafeEnumerator GetEnumerator()
46 | => new UnsafeEnumerator(_playerById.GetKeyValueArrays(Allocator.Temp));
47 |
48 | public void Dispose()
49 | {
50 | _playerById.Dispose();
51 | }
52 | }
53 | }
54 |
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/EventsExample/Assets/Game.Scripts/Support/SubscenePrefabConversion.cs:
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1 | using Assets.Scripts.Components;
2 | using Assets.Scripts.Components.Tags;
3 | using System;
4 | using System.Collections;
5 | using System.Collections.Generic;
6 | using Unity.Entities;
7 | using Unity.Transforms;
8 | using UnityEngine;
9 |
10 | public class SubscenePrefabConversion : MonoBehaviour, IConvertGameObjectToEntity
11 | {
12 | public bool StripTransform;
13 | public bool LinkChildren;
14 | public bool AddPrefabComponent;
15 | public bool AddUnprocessedTag;
16 |
17 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
18 | {
19 | var components = new List();
20 | if (AddPrefabComponent)
21 | components.Add(ComponentType.ReadWrite());
22 | if (AddUnprocessedTag)
23 | components.Add(ComponentType.ReadWrite());
24 |
25 | if (StripTransform)
26 | {
27 | if(dstManager.HasComponent(entity))
28 | dstManager.RemoveComponent(entity);
29 | if (dstManager.HasComponent(entity))
30 | dstManager.RemoveComponent(entity);
31 | if (dstManager.HasComponent(entity))
32 | dstManager.RemoveComponent(entity);
33 | if (dstManager.HasComponent(entity))
34 | dstManager.RemoveComponent(entity);
35 | }
36 |
37 | foreach (var component in components)
38 | dstManager.AddComponent(entity, component);
39 |
40 | // A linked entity group allows child entities to be instanitated with their parent.
41 | if (LinkChildren)
42 | {
43 | conversionSystem.DeclareLinkedEntityGroup(gameObject);
44 | }
45 | }
46 | }
47 |
48 |
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/EventsExample/Assets/Game.Scripts/Systems/EventDebugSystem.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using Unity.Collections;
7 | using Unity.Entities;
8 | using Unity.Transforms;
9 | using UnityEngine;
10 | using Vella.Events;
11 |
12 | #if (UNITY_EDITOR && ENABLE_UNITY_COLLECTIONS_CHECKS)
13 |
14 | namespace Assets.Scripts.Systems
15 | {
16 | ///
17 | /// Adds friendly names to Events for easier viewing in the EntityDebugger
18 | ///
19 | [UpdateInGroup(typeof(InitializationSystemGroup))]
20 | public class EventDebugSystem : SystemBase
21 | {
22 | private EntityQuery _allEvents;
23 |
24 | protected override void OnUpdate()
25 | {
26 | Entities.ForEach((Entity entity, in EntityEvent eventInfo) =>
27 | {
28 | var name = TypeManager.GetType(eventInfo.ComponentTypeIndex).Name;
29 | EntityManager.SetName(entity, $"{entity}, {name}: {eventInfo.Id}");
30 |
31 | }).WithStructuralChanges().WithStoreEntityQueryInField(ref _allEvents).Run();
32 | }
33 | }
34 |
35 | }
36 |
37 | #endif
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/EventsExample/Assets/Game.Scripts/Systems/LevelCreateSystem.cs:
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1 | using Assets.Game.Scripts.Components.Events;
2 | using Assets.Scripts.Components.Events;
3 | using System;
4 | using System.Collections.Generic;
5 | using System.Linq;
6 | using System.Text;
7 | using System.Threading.Tasks;
8 | using Unity.Entities;
9 | using Vella.Events;
10 | using Assets.Scripts.Components;
11 |
12 | namespace Assets.Game.Scripts.Systems
13 | {
14 | public class LevelCreateSystem : SystemBase
15 | {
16 | private EventQueue _spawnActorEvents;
17 | private EventQueue _spawnPlayerEvents;
18 |
19 | protected override void OnCreate()
20 | {
21 | var eventsystem = World.GetOrCreateSystem();
22 | _spawnActorEvents = eventsystem.GetQueue();
23 | _spawnPlayerEvents = eventsystem.GetQueue();
24 | }
25 |
26 | protected override void OnUpdate()
27 | {
28 | var spawnPlayerEvents = _spawnPlayerEvents;
29 |
30 | Entities.ForEach((in SceneLoadedEvent e) =>
31 | {
32 | if (e.SceneCategory != SceneCategory.Level)
33 | return;
34 |
35 | spawnPlayerEvents.Enqueue(new SpawnPlayerEvent
36 | {
37 | Category = ActorCategory.HumanPlayer
38 | });
39 |
40 | }).Run();
41 |
42 | var spawnActorEvents = _spawnActorEvents;
43 |
44 | Entities.ForEach((in PlayerCreatedEvent e) =>
45 | {
46 | spawnActorEvents.Enqueue(new SpawnActorEvent
47 | {
48 | OwnerId = e.Id,
49 | Amount = 1,
50 | Catetory = ActorCategory.Defender
51 | });
52 |
53 | }).Run();
54 | }
55 | }
56 | }
57 |
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/EventsExample/Assets/Game.Scripts/Systems/MovementSystem.cs:
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1 | using Assets.Scripts.Components;
2 | using System;
3 | using System.Collections.Generic;
4 | using System.Linq;
5 | using System.Text;
6 | using System.Threading.Tasks;
7 | using Unity.Entities;
8 | using Unity.Mathematics;
9 | using Unity.Transforms;
10 | using UnityEngine;
11 |
12 | namespace Assets.Scripts.Systems
13 | {
14 | public class MovementSystem : SystemBase
15 | {
16 | private EndSimulationEntityCommandBufferSystem _commandSystem;
17 |
18 | protected override void OnCreate()
19 | {
20 | _commandSystem = World.GetOrCreateSystem();
21 | }
22 |
23 | protected override void OnUpdate()
24 | {
25 | var delta = Time.DeltaTime;
26 | var commands = _commandSystem.CreateCommandBuffer().ToConcurrent();
27 |
28 | Entities.ForEach((Entity entity, int nativeThreadIndex, ref MovementTarget target, in MovementInfo info) =>
29 | {
30 | float3 origin = GetComponent(entity).Value;
31 |
32 | float3 destination = target.Entity != Entity.Null
33 | ? GetComponent(target.Entity).Value
34 | : target.Position;
35 |
36 | commands.SetComponent(nativeThreadIndex, entity, new Translation
37 | {
38 | Value = origin + math.normalize(destination - origin) * info.Speed * delta
39 | });
40 |
41 | }).Schedule();
42 | }
43 |
44 | }
45 | }
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/EventsExample/Assets/Game.Scripts/Systems/PlayerSessionSystem.cs:
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1 | using Assets.Scripts.Components;
2 | using Assets.Scripts.Components.Events;
3 | using Assets.Scripts.Components.Tags;
4 | using Assets.Scripts.Providers;
5 | using System;
6 | using System.Collections.Generic;
7 | using System.Linq;
8 | using System.Text;
9 | using System.Threading.Tasks;
10 | using Unity.Collections;
11 | using Unity.Entities;
12 | using Vella.Events;
13 |
14 | namespace Assets.Scripts.Systems
15 | {
16 | public class PlayerSessionSystem : SystemBase
17 | {
18 | private EventQueue _scoreUpdatedEvents;
19 |
20 | protected override void OnCreate()
21 | {
22 | _scoreUpdatedEvents = World.GetExistingSystem().GetQueue();
23 | }
24 |
25 | protected override void OnUpdate()
26 | {
27 | var events = _scoreUpdatedEvents;
28 |
29 | Entities.ForEach((ref ActorDeathEvent e) =>
30 | {
31 | if (e.Definition.Team == ActorCategory.Attacker)
32 | {
33 | var deathValue = 41;
34 |
35 | var session = GetComponent(e.AttributedTo.Entity);
36 | session.Score += deathValue;
37 | SetComponent(e.AttributedTo.Entity, session);
38 |
39 | events.Enqueue(new ScoreUpdatedEvent // todo pool into single event with buffer?
40 | {
41 | Type = ScoreUpdateType.AttackerDeath,
42 | ChangedAmount = deathValue,
43 | CurrentScore = session.Score
44 | });
45 | }
46 |
47 | }).Run();
48 | }
49 | }
50 | }
51 |
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/EventsExample/Assets/Game.Scripts/UI/UIMainMenu.cs:
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1 | using Assets.Game.Scripts;
2 | using Assets.Game.Scripts.Components.Events;
3 | using Assets.Scripts.Components;
4 | using Assets.Scripts.Components.Events;
5 | using Assets.Scripts.Systems;
6 | using System.Collections;
7 | using System.Collections.Generic;
8 | using Unity.Entities;
9 | using UnityEngine;
10 | using UnityEngine.UI;
11 |
12 | namespace Assets.Scripts.UI
13 | {
14 | public class UIMainMenu : MonoBehaviour
15 | {
16 | public EventRouter EventSource;
17 |
18 | public void StartGame()
19 | {
20 | EventSource.FireEvent(new RequestSceneUnloadEvent
21 | {
22 | Id = SceneId.MainMenu,
23 | ThenLoad = SceneId.Scene1
24 | });
25 | }
26 |
27 | public void GoToMainMenu()
28 | {
29 | EventSource.FireEvent(new RequestSceneUnloadEvent
30 | {
31 | Id = SceneId.Scene1,
32 | ThenLoad = SceneId.MainMenu
33 | });
34 | }
35 |
36 | }
37 | }
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/EventsExample/Assets/Game.Scripts/UI/UIScoreUpdater.cs:
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1 | using Assets.Scripts.Components;
2 | using Assets.Scripts.Components.Events;
3 | using Assets.Scripts.Systems;
4 | using System.Collections;
5 | using System.Collections.Generic;
6 | using UnityEngine;
7 | using UnityEngine.UI;
8 |
9 | namespace Assets.Scripts.UI
10 | {
11 | public class UIScoreUpdater : MonoBehaviour, IEventObserver
12 | {
13 | public EventRouter EventSource;
14 | public Text ScoreText;
15 |
16 | private void Start()
17 | {
18 | EventSource.AddListener(this);
19 | }
20 |
21 | private void OnDestroy()
22 | {
23 | EventSource.RemoveListener(this);
24 | }
25 |
26 | public void OnEvent(ScoreUpdatedEvent e)
27 | {
28 | Debug.Log($"{nameof(ScoreUpdatedEvent)}! Score={e.CurrentScore} Change={e.ChangedAmount} Type={e.Type}");
29 |
30 | ScoreText.text = e.CurrentScore.ToString();
31 | }
32 |
33 |
34 |
35 | }
36 |
37 | }
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/EventsExample/Packages/UnityEcsEvents/.gitignore:
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1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Mm]emoryCaptures/
12 |
13 | # Asset meta data should only be ignored when the corresponding asset is also ignored
14 | !/[Aa]ssets/**/*.meta
15 |
16 | # Uncomment this line if you wish to ignore the asset store tools plugin
17 | # /[Aa]ssets/AssetStoreTools*
18 |
19 | # Autogenerated Jetbrains Rider plugin
20 | [Aa]ssets/Plugins/Editor/JetBrains*
21 |
22 | # Visual Studio cache directory
23 | .vs/
24 |
25 | # Gradle cache directory
26 | .gradle/
27 |
28 | # Autogenerated VS/MD/Consulo solution and project files
29 | ExportedObj/
30 | .consulo/
31 | *.csproj
32 | *.unityproj
33 | *.sln
34 | *.suo
35 | *.tmp
36 | *.user
37 | *.userprefs
38 | *.pidb
39 | *.booproj
40 | *.svd
41 | *.pdb
42 | *.mdb
43 | *.opendb
44 | *.VC.db
45 |
46 | # Unity3D generated meta files
47 | *.pidb.meta
48 | *.pdb.meta
49 | *.mdb.meta
50 |
51 | # Unity3D generated file on crash reports
52 | sysinfo.txt
53 |
54 | # Builds
55 | *.apk
56 | *.unitypackage
57 |
58 | # Crashlytics generated file
59 | crashlytics-build.properties
60 |
61 |
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/EventsExample/Packages/UnityEcsEvents/README.md:
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1 | # UnityEcsEvents
2 | A event system package for Unity's data oriented design framework.
3 |
4 | ### Installation:
5 |
6 | - **Option 1: Download**
7 | Download the package by clicking the "Clone or Download" button on the GitHub repo then select "Download Zip". Extract it to your project's \Packages\ folder.
8 |
9 | - **Option 2: PackageManager**
10 | Click the on the GitHub repo, and copy the URL shown. In PackageManager hit the [+] icon, select [Add Package from Git URL] and then paste in the URL, [Add]. You will need [Clone or Download] button [Git](https://git-scm.com/ "Git") installed on your machine for this to work. for more info see the [PackageManager docs](https://docs.unity3d.com/Manual/upm-ui-giturl.html "PackageManager docs"). After clicking [Add] it can take 30 seconds or so before it looks like its doing anything.
11 |
12 | ### Package Dependencies:
13 |
14 | "com.unity.entities": "0.8.0-preview.8",
15 | "com.unity.burst": "1.3.0-preview.7",
16 | "com.unity.collections": "0.7.0-preview.2",
17 | "com.unity.test-framework": "1.1.11",
18 | "com.unity.test-framework.performance": "1.3.3-preview",
19 |
20 | ### Supported Editors:
21 |
22 | * 2019.3.6xx+
23 |
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/EventsExample/Packages/UnityEcsEvents/Runtime/AssemblyInfo.cs:
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1 | using System.Runtime.CompilerServices;
2 |
3 | [assembly: InternalsVisibleTo("Vella.Events.Tests")]
4 |
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/EventsExample/Packages/UnityEcsEvents/Runtime/BufferLink.cs:
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1 | using Unity.Entities;
2 |
3 | namespace Vella.Events
4 | {
5 | ///
6 | /// This component stores extra information about how to locate the buffer associated with the main event component.
7 | /// The buffers are variable length and stored sequentially by thread.
8 | ///
9 | public struct BufferLink : IComponentData
10 | {
11 | public int ThreadIndex;
12 | public int Offset;
13 | public int Length;
14 | }
15 |
16 | }
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/EventsExample/Packages/UnityEcsEvents/Runtime/EntityEvent.cs:
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1 | using Unity.Entities;
2 |
3 | namespace Vella.Events
4 | {
5 | ///
6 | /// An component for easy identification of events with EntityQuery
7 | ///
8 | public struct EntityEvent : IComponentData
9 | {
10 | public int Id;
11 | public int ComponentTypeIndex;
12 | public int BufferTypeIndex;
13 | }
14 |
15 | }
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/EventsExample/Packages/UnityEcsEvents/Runtime/EntityEventSystemLoader.cs:
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1 | using System;
2 | using Unity.Entities;
3 |
4 | namespace Vella.Events
5 | {
6 | ///
7 | /// System that is responsible for creating the EntityEventSystem.
8 | /// It allows a package user to control where the is located.
9 | ///
10 | [UpdateInGroup(typeof(InitializationSystemGroup))]
11 | public class EntityEventSystemLoader : SystemBase
12 | {
13 | //// Example Usage:
14 | // public static class Initialization
15 | // {
16 | // [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
17 | // public static void OnLoad()
18 | // {
19 | // EntityEventSystemLoader.SetParentType();
20 | // }
21 | // }
22 |
23 | public static Type DefaultGroup { get; } = typeof(LateSimulationSystemGroup);
24 |
25 | private static Type ParentType = DefaultGroup;
26 |
27 | public static bool DisableAutoCreation;
28 |
29 | public static void SetParentType() where T : ComponentSystemGroup => ParentType = typeof(T);
30 |
31 | protected override void OnCreate()
32 | {
33 | if(!DisableAutoCreation)
34 | {
35 | AddToGroup((ComponentSystemGroup)World.GetOrCreateSystem(ParentType));
36 | }
37 | Enabled = false;
38 | World.DestroySystem(this);
39 | }
40 |
41 | public static void AddToGroup(T group) where T : ComponentSystemGroup
42 | {
43 | var eventSystem = group.World.CreateSystem();
44 | group.AddSystemToUpdateList(eventSystem);
45 | }
46 |
47 | protected override void OnUpdate() => throw new NotImplementedException();
48 | }
49 |
50 | }
51 |
52 |
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/EventsExample/Packages/UnityEcsEvents/Runtime/Extensions/StringExtensions.cs:
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1 | using System.Reflection;
2 | using Unity.Burst;
3 | using Unity.Collections.LowLevel.Unsafe;
4 |
5 | namespace Vella.Events.Extensions
6 | {
7 | public unsafe class ToStringFormatCache where T : struct
8 | {
9 | // ReSharper disable StaticMemberInGenericType
10 | private static readonly FieldInfo[] _fields;
11 | private static readonly string[] _fieldNames;
12 | private static readonly int[] _fieldOffsets;
13 | private static readonly string _seed;
14 | private const string Seperator = "=";
15 | private const string Whitespace = " ";
16 | // ReSharper restore StaticMemberInGenericType
17 |
18 | static ToStringFormatCache()
19 | {
20 | _fields = typeof(T).GetFields();
21 | _fieldNames = new string[_fields.Length];
22 | _fieldOffsets = new int[_fields.Length];
23 | _seed = $"{typeof(T).Name}: ";
24 |
25 | for (var i = 0; i < _fields.Length; i++)
26 | {
27 | _fieldNames[i] = _fields[i].Name;
28 | _fieldOffsets[i] = UnsafeUtility.GetFieldOffset(_fields[i]);
29 | }
30 | }
31 |
32 | public static string GetToString(T instance)
33 | {
34 | var result = _seed;
35 | for (int i = 0; i < _fieldNames.Length; i++)
36 | {
37 | result += _fieldNames[i];
38 | result += Seperator;
39 | result += _fields[i].GetValue(instance);
40 | result += Whitespace;
41 | }
42 | return result;
43 | }
44 | }
45 |
46 | public static class ToStringExtensions
47 | {
48 | [BurstDiscard]
49 | public static string AutoToString(this T obj) where T : struct
50 | {
51 | return ToStringFormatCache.GetToString(obj);
52 | }
53 | }
54 |
55 | }
56 |
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/EventsExample/Packages/UnityEcsEvents/Runtime/UnsafeNativeArray.cs:
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1 | using System.Runtime.CompilerServices;
2 | using Unity.Collections;
3 | using Unity.Collections.LowLevel.Unsafe;
4 |
5 | ///
6 | /// An accessible proxy for NativeArray.
7 | ///
8 | public unsafe struct UnsafeNativeArray
9 | {
10 | [NativeDisableUnsafePtrRestriction]
11 | public unsafe void* m_Buffer;
12 | public int m_Length;
13 | public int m_MinIndex;
14 | public int m_MaxIndex;
15 | public AtomicSafetyHandle m_Safety;
16 |
17 | [NativeSetClassTypeToNullOnSchedule]
18 | public DisposeSentinel m_DisposeSentinel;
19 | public Allocator m_AllocatorLabel;
20 |
21 | [MethodImpl(MethodImplOptions.AggressiveInlining)]
22 | public NativeArray AsNativeArray() where T : struct
23 | {
24 | return UnsafeUtilityEx.AsRef>(UnsafeUtility.AddressOf(ref this));
25 | }
26 |
27 | ///
28 | /// Creates a window of the underlying NativeArray, shifted to encapulate a specified region.
29 | /// Useful for Entities API functions that require a NativeArray but won't accept a NativeSlice etc
30 | ///
31 | /// the item type to usee
32 | /// new start index
33 | /// new item count
34 | ///
35 | public NativeArray Slice(int startIndex, int length) where T : struct
36 | {
37 | UnsafeNativeArray result = this;
38 | result.m_Buffer = (byte*)m_Buffer + startIndex * UnsafeUtility.SizeOf();
39 | result.m_Length = length;
40 | result.m_MaxIndex = length - 1;
41 | return UnsafeUtilityEx.AsRef>(UnsafeUtility.AddressOf(ref result));
42 | }
43 | }
44 |
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1 | {
2 | "name": "Vella.Events",
3 | "references": [
4 | "Unity.Entities",
5 | "Unity.Mathematics",
6 | "Unity.Jobs",
7 | "Unity.Burst",
8 | "Unity.Collections"
9 | ],
10 | "includePlatforms": [],
11 | "excludePlatforms": [],
12 | "allowUnsafeCode": true,
13 | "overrideReferences": false,
14 | "precompiledReferences": [],
15 | "autoReferenced": true,
16 | "defineConstraints": [],
17 | "versionDefines": [],
18 | "noEngineReferences": false
19 | }
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.ComponentModel;
4 | using System.Linq;
5 | using System.Text;
6 | using System.Threading.Tasks;
7 |
8 | namespace Vella.Tests.Attributes
9 | {
10 | public enum TestCategory
11 | {
12 | None = 0,
13 | Functionality,
14 | Integrity,
15 | Performance,
16 | Compatibility,
17 | }
18 |
19 | public class TestCategoryAttribute : CategoryAttribute
20 | {
21 | public TestCategoryAttribute(TestCategory functionality) : base(functionality.ToString())
22 | {
23 |
24 | }
25 | }
26 | }
27 |
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/EventsExample/Packages/UnityEcsEvents/Tests/Fixtures/EntityPerformanceTestFixture.cs:
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1 | using NUnit.Framework;
2 | using Unity.Entities;
3 |
4 | namespace Vella.Tests.Fixtures
5 | {
6 | public class EntityPerformanceTestFixture
7 | {
8 | protected World m_PreviousWorld;
9 | protected World m_World;
10 | protected EntityManager m_Manager;
11 |
12 |
13 | [SetUp]
14 | virtual public void Setup()
15 | {
16 | m_PreviousWorld = World.DefaultGameObjectInjectionWorld;
17 | m_World = World.DefaultGameObjectInjectionWorld = new World("Test World");
18 | m_Manager = m_World.EntityManager;
19 | }
20 |
21 | [TearDown]
22 | virtual public void TearDown()
23 | {
24 | if (m_Manager != null)
25 | {
26 | m_World.Dispose();
27 | m_World = null;
28 |
29 | World.DefaultGameObjectInjectionWorld = m_PreviousWorld;
30 | m_PreviousWorld = null;
31 | m_Manager = null;
32 | }
33 | }
34 | }
35 | }
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/EventsExample/Packages/UnityEcsEvents/Tests/Helpers/NativeArrayBuilder.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using Unity.Collections;
5 | using Vella.Tests.Data;
6 |
7 | namespace Vella.Tests.Helpers
8 | {
9 |
10 | public unsafe struct NativeArrayBuilder : IDisposable, IEnumerable where T : unmanaged
11 | {
12 | public NativeList List;
13 |
14 | public static implicit operator NativeList(NativeArrayBuilder arr) => arr.List;
15 |
16 | public static implicit operator NativeArray(NativeArrayBuilder arr) => arr.List;
17 |
18 | public NativeArrayBuilder(Allocator allocator = Allocator.Temp)
19 | {
20 | List = new NativeList(allocator);
21 | }
22 |
23 | public void Add(T item)
24 | {
25 | if (!List.IsCreated)
26 | List = new NativeList(Allocator.Temp);
27 | List.Add(item);
28 | }
29 |
30 | public void Dispose() => List.Dispose();
31 |
32 | public IEnumerator GetEnumerator()
33 | {
34 | for (int i = 0; i < List.Length; i++)
35 | yield return List[i];
36 | }
37 |
38 | IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
39 | }
40 | }
41 |
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/EventsExample/Packages/UnityEcsEvents/Tests/UnsafeEntityManagerTests.cs:
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1 | using System;
2 | using System.Linq;
3 | using System.Reflection;
4 | using System.Runtime.CompilerServices;
5 | using System.Runtime.InteropServices;
6 | using NUnit.Framework;
7 | using Unity.Collections;
8 | using Unity.Collections.LowLevel.Unsafe;
9 | using Unity.Entities;
10 | using Unity.PerformanceTesting;
11 | using Vella.Events;
12 | using Vella.Tests.Attributes;
13 | using Vella.Tests.Data;
14 | using Vella.Tests.Fixtures;
15 |
16 | class UnsafeEntityManagerTests : ECSTestsFixture
17 | {
18 | [Test, TestCategory(TestCategory.Integrity), Performance]
19 | unsafe public void CreateEntities()
20 | {
21 | var warmupTimes = 10;
22 | var measureTimes = 20;
23 | var entitiesPerMeasurement = 20;
24 | var expectedTotal = (measureTimes + warmupTimes) * entitiesPerMeasurement;
25 |
26 | var uem = new UnsafeEntityManager(Manager);
27 | var component = ComponentType.ReadWrite();
28 | var archetype = Manager.CreateArchetype(component);
29 | var query = Manager.CreateEntityQuery(component);
30 | var entities = new NativeArray(expectedTotal, Allocator.TempJob);
31 |
32 | Measure.Method(() =>
33 | {
34 | // Note the performance will change depending on if burst compilation is enabled
35 |
36 | uem.CreateEntity(archetype, entities, entitiesPerMeasurement);
37 |
38 | //StructuralChangeProxy.TestSharedData.Shared.Data.CreateEntity(archetype, entities, entitiesPerMeasurement);
39 | })
40 | .WarmupCount(warmupTimes)
41 | .MeasurementCount(measureTimes)
42 | .Run();
43 |
44 | Assert.AreEqual(expectedTotal, query.CalculateEntityCount());
45 | entities.Dispose();
46 | }
47 | }
48 |
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/EventsExample/Packages/UnityEcsEvents/Tests/UnsafeExtensionsTests.cs:
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1 | using System;
2 | using System.Linq;
3 | using NUnit.Framework;
4 | using Unity.Collections;
5 | using Unity.Collections.LowLevel.Unsafe;
6 | using Unity.Entities;
7 | using Vella.Events;
8 | using Vella.Events.Extensions;
9 | using Vella.Tests.Data;
10 | using Vella.Tests.Fixtures;
11 |
12 | namespace ExtensionsTests
13 | {
14 | class EntityArchetypeExtensionsTests : ECSTestsFixture
15 | {
16 | [Test, Category("Functionality")]
17 | unsafe public void CopiesChunksFromEntityArchetype([Values(0, 10000)] int entityCount)
18 | {
19 | var archetype = Manager.CreateArchetype(typeof(EcsTestData));
20 | var entities = new NativeArray(entityCount, Allocator.TempJob);
21 | Manager.CreateEntity(archetype, entities);
22 |
23 | var clone = new NativeArray(archetype.ChunkCount, Allocator.Temp);
24 | archetype.CopyChunksTo(clone);
25 |
26 | var actual = new NativeList(archetype.ChunkCount, Allocator.Temp);
27 | var allChunks = Manager.GetAllChunks();
28 | for (int i = 0; i < allChunks.Length; i++)
29 | {
30 | var chunk = allChunks[i];
31 | if (chunk.Archetype == archetype)
32 | actual.Add(chunk);
33 | }
34 |
35 | AssertBytesAreEqual(clone, actual);
36 |
37 | clone.Dispose();
38 | actual.Dispose();
39 | allChunks.Dispose();
40 | entities.Dispose();
41 | }
42 |
43 | }
44 |
45 | }
46 |
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1 | {
2 | "name": "Vella.Events.Tests",
3 | "references": [
4 | "Unity.PerformanceTesting",
5 | "Unity.Entities",
6 | "Unity.Mathematics",
7 | "Unity.Properties",
8 | "Unity.Jobs",
9 | "Unity.Burst",
10 | "Unity.Collections",
11 | "Unity.Entities.Properties",
12 | "Unity.Entities.Properties.Tests",
13 | "Unity.Entities.Tests",
14 | "UnityEngine.TestRunner",
15 | "UnityEditor.TestRunner",
16 | "Vella.Events"
17 | ],
18 | "includePlatforms": [
19 | "Editor"
20 | ],
21 | "excludePlatforms": [],
22 | "allowUnsafeCode": true,
23 | "overrideReferences": true,
24 | "precompiledReferences": [
25 | "nunit.framework.dll"
26 | ],
27 | "autoReferenced": false,
28 | "defineConstraints": [
29 | "UNITY_INCLUDE_TESTS"
30 | ],
31 | "versionDefines": [],
32 | "noEngineReferences": false
33 | }
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1 | {
2 | "name": "com.vella.events",
3 | "description": "An event system for Unity's data oiented design framework.",
4 | "version": "0.1.7",
5 | "unity": "2019.3",
6 | "displayName": "ECS Events",
7 | "dependencies": {
8 | "com.unity.burst": "1.3.0-preview.7",
9 | "com.unity.collections": "0.7.0-preview.2",
10 | "com.unity.entities": "0.8.0-preview.8"
11 | }
12 | }
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1 | {
2 | "dependencies": {
3 | "com.unity.collab-proxy": "1.2.16",
4 | "com.unity.ide.rider": "1.1.4",
5 | "com.unity.ide.vscode": "1.1.4",
6 | "com.unity.jobs": "0.2.7-preview.11",
7 | "com.unity.physics": "0.3.1-preview",
8 | "com.unity.render-pipelines.universal": "7.1.8",
9 | "com.unity.rendering.hybrid": "0.4.0-preview.8",
10 | "com.unity.test-framework": "1.1.11",
11 | "com.unity.textmeshpro": "2.0.1",
12 | "com.unity.timeline": "1.2.13",
13 | "com.unity.ugui": "1.0.0",
14 | "com.vella.events": "https://github.com/jeffvella/UnityEcsEvents.git",
15 | "com.unity.modules.ai": "1.0.0",
16 | "com.unity.modules.androidjni": "1.0.0",
17 | "com.unity.modules.animation": "1.0.0",
18 | "com.unity.modules.assetbundle": "1.0.0",
19 | "com.unity.modules.audio": "1.0.0",
20 | "com.unity.modules.cloth": "1.0.0",
21 | "com.unity.modules.director": "1.0.0",
22 | "com.unity.modules.imageconversion": "1.0.0",
23 | "com.unity.modules.imgui": "1.0.0",
24 | "com.unity.modules.jsonserialize": "1.0.0",
25 | "com.unity.modules.particlesystem": "1.0.0",
26 | "com.unity.modules.physics": "1.0.0",
27 | "com.unity.modules.physics2d": "1.0.0",
28 | "com.unity.modules.screencapture": "1.0.0",
29 | "com.unity.modules.terrain": "1.0.0",
30 | "com.unity.modules.terrainphysics": "1.0.0",
31 | "com.unity.modules.tilemap": "1.0.0",
32 | "com.unity.modules.ui": "1.0.0",
33 | "com.unity.modules.uielements": "1.0.0",
34 | "com.unity.modules.umbra": "1.0.0",
35 | "com.unity.modules.unityanalytics": "1.0.0",
36 | "com.unity.modules.unitywebrequest": "1.0.0",
37 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
38 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
39 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
40 | "com.unity.modules.unitywebrequestwww": "1.0.0",
41 | "com.unity.modules.vehicles": "1.0.0",
42 | "com.unity.modules.video": "1.0.0",
43 | "com.unity.modules.vr": "1.0.0",
44 | "com.unity.modules.wind": "1.0.0",
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/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2020 Jeffrey Vella
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 |
2 | # UnityEcsEvents.Example
3 | An example showing the how ECS Events package can be utilized in a game.
4 |
5 | # Note: this example has not yet been updated to use the latest version of UnityEcsEvents and Unity packages.
6 |
7 | #### What is this?
8 |
9 | A demonstration project for how the [ECS Events package](https://github.com/jeffvella/UnityEcsEvents) could be used in a real project. The game itself is pretty simple but the point is to illustrate methods of wiring functionality together. The project shows:
10 |
11 | * Firing and Receiving events from a Monobehavior.
12 | * Using events to control gameplay.
13 | * Scene Loading/Unloading with events.
14 | * Using prefabs from SubScenes.
15 | * Instantiating ParticleEffects and Sounds from ECS
16 |
17 | #### It looks like this:
18 |
19 | 
20 |
21 | #### Installation
22 |
23 | Clone or Download the project, 'Add' the project to Unity Hub and open run in Unity 2019.3.6f1+. Once loaded, which might take a while to sort out all the required packages) open the scene 'Assets\Scenes\StartScene'.
24 |
25 | #### Packages and Versions Used:
26 |
27 | "com.unity.rendering.hybrid": "0.4.0-preview.8",
28 | "com.unity.jobs": "0.2.7-preview.11",
29 | "com.unity.physics": "0.3.1-preview",
30 | "com.unity.burst": "1.3.0-preview.7",
31 | "com.unity.collections": "0.7.0-preview.2",
32 | "com.unity.entities": "0.8.0-preview.8"
33 |
34 |
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