├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── XRSettings.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── PresetManager.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Assets ├── Components │ ├── SelectingComponent.cs │ ├── HighlightSpawner.cs │ ├── PlayerUnitSelectComponent.cs │ ├── MoveSpeedComponent.cs │ ├── DeselectingComponent.cs │ ├── AABBComponent.cs │ ├── HighlightComponent.cs │ ├── PlayerInputComponent.cs │ ├── UnitSpawner.cs │ ├── AABBComponent.cs.meta │ ├── UnitSpawner.cs.meta │ ├── HighlightComponent.cs.meta │ ├── HighlightSpawner.cs.meta │ ├── MoveSpeedComponent.cs.meta │ ├── NavAgentComponent.cs.meta │ ├── SelectingComponent.cs.meta │ ├── UnitSpawnerProxy.cs.meta │ ├── DeselectingComponent.cs.meta │ ├── HighlightSpawnerProxy.cs.meta │ ├── PlayerInputComponent.cs.meta │ ├── PlayerUnitSelectComponent.cs.meta │ ├── NavAgentComponent.cs │ ├── HighlightSpawnerProxy.cs │ └── UnitSpawnerProxy.cs ├── Prefabs │ ├── Highlight.prefab.meta │ ├── PlayerUnit.prefab.meta │ ├── PlayerUnit.prefab │ └── Highlight.prefab ├── Prefabs.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity.meta │ └── SampleScene.unity ├── Systems.meta ├── Utils.meta ├── Archtypes.meta ├── Archtypes │ ├── HighlightArchtype.prefab.meta │ ├── PlayerUnitArchtype.prefab.meta │ ├── HighlightArchtype.prefab │ └── PlayerUnitArchtype.prefab ├── Components.meta ├── EntityCache.meta ├── Materials.meta ├── EntityCache │ └── Resources.meta ├── Materials │ ├── GroundMat.mat.meta │ ├── HighlightMat.mat.meta │ ├── PlayerUnitMat.mat.meta │ ├── HighlightMat.mat │ ├── PlayerUnitMat.mat │ └── GroundMat.mat ├── Utils │ ├── BlittableBool.cs.meta │ ├── FPSDisplay.cs.meta │ ├── RTSPhysics.cs.meta │ ├── BlittableBool.cs │ ├── FPSDisplay.cs │ └── RTSPhysics.cs └── Systems │ ├── DeselectSystem.cs.meta │ ├── SelectingSystem.cs.meta │ ├── AABBCollisionSystem.cs.meta │ ├── AABBMovementSystem.cs.meta │ ├── PlayerInputSystem.cs.meta │ ├── UnitSpawnerSystem.cs.meta │ ├── NavAgentMovementSystem.cs.meta │ ├── PlayerUnitMovementSystem.cs.meta │ ├── PlayerUnitSelectSystem.cs.meta │ ├── AABBMovementSystem.cs │ ├── PlayerInputSystem.cs │ ├── NavAgentMovementSystem.cs │ ├── DeselectSystem.cs │ ├── PlayerUnitMovementSystem.cs │ ├── AABBCollisionSystem.cs │ ├── SelectingSystem.cs │ ├── PlayerUnitSelectSystem.cs │ └── UnitSpawnerSystem.cs ├── .gitignore ├── README.md └── Packages └── manifest.json /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2019.2.0a9 2 | m_EditorVersionWithRevision: 2019.2.0a9 (3ec61d0c8674) 3 | -------------------------------------------------------------------------------- /Assets/Components/SelectingComponent.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | 3 | //Used purely for tagging 4 | public struct Selecting : IComponentData 5 | { 6 | } 7 | -------------------------------------------------------------------------------- /Assets/Components/HighlightSpawner.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | 3 | public struct HighlightSpawner : IComponentData 4 | { 5 | public Entity Prefab; 6 | } 7 | -------------------------------------------------------------------------------- /Assets/Components/PlayerUnitSelectComponent.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using System; 3 | 4 | 5 | public struct PlayerUnitSelect : IComponentData 6 | { 7 | } -------------------------------------------------------------------------------- /Assets/Components/MoveSpeedComponent.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using System; 3 | 4 | public struct MoveSpeed : IComponentData 5 | { 6 | public float speed; 7 | } -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /Assets/Components/DeselectingComponent.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | 3 | //For tagging purposes only, removes the highlight 4 | public struct Deselecting : IComponentData 5 | { 6 | } 7 | -------------------------------------------------------------------------------- /Assets/Components/AABBComponent.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Mathematics; 3 | 4 | public struct AABB : IComponentData 5 | { 6 | public float3 min; 7 | public float3 max; 8 | } 9 | -------------------------------------------------------------------------------- /Assets/Components/HighlightComponent.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | 3 | //For tagging purposes only, allows us to find the highlight prefab 4 | public struct Highlight : IComponentData 5 | { 6 | } 7 | -------------------------------------------------------------------------------- /Assets/Prefabs/Highlight.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f31f07cd399afb40b4ec8687d297ea2 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3d75cddae9e7df84e86017270e3fa634 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Prefabs/PlayerUnit.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c4d1d755b3fbdf146b1c05a521f87df0 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4a37ee7390a06a4bb0df49f530b4456 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/SampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d6f5ea8bcdf09ce4cb299f748b5c6b37 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Systems.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea6423921513c184f99d9097c472d283 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Utils.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 805fa8d2e9bb7a94f9342bf4fda418a4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!149 &1 4 | NetworkManager: 5 | m_ObjectHideFlags: 0 6 | m_DebugLevel: 0 7 | m_Sendrate: 15 8 | m_AssetToPrefab: {} 9 | -------------------------------------------------------------------------------- /Assets/Archtypes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e6eefb0cda489bd43a330ff2dc2fadb5 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Archtypes/HighlightArchtype.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 41d9f1bcc181ab3459aefea0d71b4ce3 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Components.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 12221220f7780ec4ab38a54c5ab3886f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/EntityCache.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7f00412b9e11f9c439ccfba17d273ae5 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d7ceeb543f3c9374eb6a5dd0fda770f4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Archtypes/PlayerUnitArchtype.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 71d2b2f130c9c7348b56b3ee1afca21c 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/EntityCache/Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a972b000df0197445978e1701f7fc85b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /Assets/Components/PlayerInputComponent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Entities; 3 | using Unity.Mathematics; 4 | 5 | public struct PlayerInput : IComponentData { 6 | 7 | public bool LeftClick; 8 | public bool RightClick; 9 | } 10 | -------------------------------------------------------------------------------- /Assets/Components/UnitSpawner.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Entities; 3 | using UnityEngine; 4 | 5 | public struct UnitSpawner : IComponentData 6 | { 7 | public int CountX; 8 | public int CountY; 9 | public Entity Prefab; 10 | } -------------------------------------------------------------------------------- /Assets/Materials/GroundMat.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 746ec288f8a923446b71b9b0cef1d14b 3 | 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/Assets/Utils/FPSDisplay.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8b10b44083ac3fd42ba488e77fc9289b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Utils/RTSPhysics.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2b39f01bc6c1b61489c4d8f040fb97be 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Components/AABBComponent.cs.meta: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7fcd7f8a4e34d164d8bf702e47ca9613 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Systems/PlayerUnitSelectSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 22d9033d929e63f45bdcf2ebd3589782 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Components/PlayerUnitSelectComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd8aab9238b7f3b499b8e11b2afd9380 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Components/NavAgentComponent.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Mathematics; 3 | 4 | 5 | public enum NavAgentStatus 6 | { 7 | Idle = 0, 8 | Moving = 1, 9 | } 10 | 11 | 12 | public struct UnitNavAgent : IComponentData 13 | { 14 | public float3 finalDestination; 15 | public NavAgentStatus agentStatus; 16 | } 17 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - enabled: 1 9 | path: Assets/Scenes/SampleScene.unity 10 | guid: 99c9720ab356a0642a771bea13969a05 11 | m_configObjects: {} 12 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 1024 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /Assets/Utils/BlittableBool.cs: -------------------------------------------------------------------------------- 1 | public struct BlittableBool 2 | { 3 | public readonly byte Value; 4 | 5 | public BlittableBool(byte value) 6 | { 7 | Value = value; 8 | } 9 | 10 | public BlittableBool(bool value) 11 | { 12 | Value = value ? (byte)1 : (byte)0; 13 | } 14 | 15 | public static implicit operator bool(BlittableBool bb) 16 | { 17 | return bb.Value != 0; 18 | } 19 | 20 | public static implicit operator BlittableBool(bool b) 21 | { 22 | return new BlittableBool(b); 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - PostProcessing 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Assets/Systems/AABBMovementSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Jobs; 3 | using Unity.Transforms; 4 | 5 | public class AABBMovementSystem : JobComponentSystem 6 | { 7 | public struct AABBMovmentJob : IJobForEach 8 | { 9 | //Keep our box collider in sync with the position of the player 10 | public void Execute(ref AABB aabb, [ChangedFilter] ref Translation pos) 11 | { 12 | aabb.max = pos.Value + 0.5f; 13 | aabb.min = pos.Value - 0.5f; 14 | } 15 | } 16 | 17 | protected override JobHandle OnUpdate(JobHandle inputDeps) 18 | { 19 | var job = new AABBMovmentJob(); 20 | return job.Schedule(this, inputDeps); 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 2 10 | m_DefaultBehaviorMode: 0 11 | m_SpritePackerMode: 0 12 | m_SpritePackerPaddingPower: 1 13 | m_EtcTextureCompressorBehavior: 1 14 | m_EtcTextureFastCompressor: 1 15 | m_EtcTextureNormalCompressor: 2 16 | m_EtcTextureBestCompressor: 4 17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 18 | m_ProjectGenerationRootNamespace: 19 | m_UserGeneratedProjectSuffix: 20 | m_CollabEditorSettings: 21 | inProgressEnabled: 1 22 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | [Ll]ogs/ 7 | [Aa]ssets/AssetStoreTools* 8 | 9 | # Visual Studio cache directory 10 | .vs/ 11 | 12 | # Gradle cache directory 13 | .gradle/ 14 | 15 | # Autogenerated VS/MD/Consulo solution and project files 16 | ExportedObj/ 17 | .consulo/ 18 | *.csproj 19 | *.unityproj 20 | *.sln 21 | *.suo 22 | *.tmp 23 | *.user 24 | *.userprefs 25 | *.pidb 26 | *.booproj 27 | *.svd 28 | *.pdb 29 | *.opendb 30 | *.VC.db 31 | 32 | # Unity3D generated meta files 33 | *.pidb.meta 34 | *.pdb.meta 35 | 36 | # Unity3D generated file on crash reports 37 | sysinfo.txt 38 | 39 | # Builds 40 | *.apk 41 | *.unitypackage 42 | 43 | # Crashlytics generated file 44 | Assets/StreamingAssets/crashlytics-build.properties -------------------------------------------------------------------------------- /Assets/Utils/FPSDisplay.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class FPSDisplay : MonoBehaviour 5 | { 6 | float deltaTime = 0.0f; 7 | 8 | void Update() 9 | { 10 | deltaTime += (Time.unscaledDeltaTime - deltaTime) * 0.1f; 11 | } 12 | 13 | void OnGUI() 14 | { 15 | int w = Screen.width, h = Screen.height; 16 | 17 | GUIStyle style = new GUIStyle(); 18 | 19 | Rect rect = new Rect(0, 0, w, h * 2 / 100); 20 | style.alignment = TextAnchor.UpperRight; 21 | style.fontSize = 20; 22 | style.normal.textColor = new Color(0.0f, 0.0f, 0.5f, 1.0f); 23 | float msec = deltaTime * 1000.0f; 24 | float fps = 1.0f / deltaTime; 25 | string text = string.Format("{0:0.0} ms ({1:0.} fps)", msec, fps); 26 | GUI.Label(rect, text, style); 27 | } 28 | } -------------------------------------------------------------------------------- /ProjectSettings/PresetManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1386491679 &1 4 | PresetManager: 5 | m_ObjectHideFlags: 0 6 | m_DefaultList: 7 | - type: 8 | m_NativeTypeID: 108 9 | m_ManagedTypePPtr: {fileID: 0} 10 | m_ManagedTypeFallback: 11 | defaultPresets: 12 | - m_Preset: {fileID: 2655988077585873504, guid: c1cf8506f04ef2c4a88b64b6c4202eea, 13 | type: 2} 14 | - type: 15 | m_NativeTypeID: 1020 16 | m_ManagedTypePPtr: {fileID: 0} 17 | m_ManagedTypeFallback: 18 | defaultPresets: 19 | - m_Preset: {fileID: 2655988077585873504, guid: 0cd792cc87e492d43b4e95b205fc5cc6, 20 | type: 2} 21 | - type: 22 | m_NativeTypeID: 1006 23 | m_ManagedTypePPtr: {fileID: 0} 24 | m_ManagedTypeFallback: 25 | defaultPresets: 26 | - m_Preset: {fileID: 2655988077585873504, guid: 7a99f8aa944efe94cb9bd74562b7d5f9, 27 | type: 2} 28 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Pure ECS RTS with Unity3D 2 | Trying to create an RTS game using Unity and the new DOTS (Data-Oriented Tech Stack) 3 | 4 | Contributions welcome! 5 | 6 | ## Link to the tutorial series: 7 | 8 | [![playlist image](https://img.youtube.com/vi/36Q6HO19O6U/0.jpg)](https://www.youtube.com/watch?v=36Q6HO19O6U&list=PL13LVknaRwqyN4vKyeZwjcVlkjuvYgYwq) 9 | 10 | # Core Packages used: 11 | - [ECS](https://docs.unity3d.com/Packages/com.unity.entities@0.0/manual/index.html) 12 | - [Unity.Physics](https://docs.unity3d.com/Packages/com.unity.physics@0.0/manual/index.html) 13 | 14 | 15 | ## Good ECS Resources 16 | - https://github.com/Unity-Technologies/EntityComponentSystemSamples 17 | - [@5argon has alot of good (advanced) write-ups on ECS](https://gametorrahod.com/tag/unity-ecs/) 18 | - https://rams3s.github.io/blog/2019-01-09-ecs-deep-dive/ 19 | - https://medium.com/@gamevanilla/survival-shooter-using-unitys-entity-component-system-revisited-874cd69085ae 20 | -------------------------------------------------------------------------------- /Assets/Systems/PlayerInputSystem.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Burst; 4 | using Unity.Entities; 5 | using Unity.Jobs; 6 | using Unity.Mathematics; 7 | using UnityEngine; 8 | 9 | public class PlayerInputSystem : JobComponentSystem 10 | { 11 | [BurstCompile] 12 | struct PlayerInputJob : IJobForEach 13 | { 14 | public bool leftClick; 15 | public bool rightClick; 16 | 17 | public void Execute(ref PlayerInput input) 18 | { 19 | input.LeftClick = leftClick; 20 | input.RightClick = rightClick; 21 | } 22 | } 23 | 24 | protected override JobHandle OnUpdate(JobHandle inputDeps) 25 | { 26 | 27 | var job = new PlayerInputJob 28 | { 29 | leftClick = Input.GetMouseButtonDown(0), 30 | rightClick = Input.GetMouseButtonDown(1), 31 | }; 32 | return job.Schedule(this, inputDeps); 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 1 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_TestInitMode: 0 13 | CrashReportingSettings: 14 | m_EventUrl: https://perf-events.cloud.unity3d.com 15 | m_Enabled: 0 16 | m_LogBufferSize: 10 17 | m_CaptureEditorExceptions: 1 18 | UnityPurchasingSettings: 19 | m_Enabled: 0 20 | m_TestMode: 0 21 | UnityAnalyticsSettings: 22 | m_Enabled: 0 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Assets/Systems/NavAgentMovementSystem.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Entities; 3 | using Unity.Jobs; 4 | using Unity.Transforms; 5 | using Unity.Mathematics; 6 | using Unity.Collections; 7 | 8 | public class NavAgentMovementSystem : JobComponentSystem 9 | { 10 | public struct NavAgentMovementJob : IJobForEach 11 | { 12 | public float dT; 13 | 14 | public void Execute(ref Translation position, [ReadOnly] ref UnitNavAgent agent) 15 | { 16 | float distance = math.distance(agent.finalDestination, position.Value); 17 | float3 direction = math.normalize(agent.finalDestination - position.Value); 18 | float speed = 5; 19 | if(!(distance < 0.5) && agent.agentStatus == NavAgentStatus.Moving) 20 | { 21 | position.Value += direction * speed * dT; 22 | } 23 | } 24 | } 25 | 26 | 27 | protected override JobHandle OnUpdate(JobHandle inputDeps) 28 | { 29 | var job = new NavAgentMovementJob 30 | { 31 | dT = Time.deltaTime, 32 | }; 33 | return job.Schedule(this, inputDeps); 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Components/HighlightSpawnerProxy.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using Unity.Entities; 4 | using UnityEngine; 5 | 6 | 7 | [RequiresEntityConversion] 8 | public class HighlightSpawnerProxy : MonoBehaviour, IDeclareReferencedPrefabs, IConvertGameObjectToEntity 9 | { 10 | public GameObject Prefab; 11 | 12 | // Referenced prefabs have to be declared so that the conversion system knows about them ahead of time 13 | public void DeclareReferencedPrefabs(List gameObjects) 14 | { 15 | gameObjects.Add(Prefab); 16 | } 17 | 18 | // Lets you convert the editor data representation to the entity optimal runtime representation 19 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 20 | { 21 | var spawnerData = new HighlightSpawner 22 | { 23 | // The referenced prefab will be converted due to DeclareReferencedPrefabs. 24 | // So here we simply map the game object to an entity reference to that prefab. 25 | Prefab = conversionSystem.GetPrimaryEntity(Prefab), 26 | }; 27 | dstManager.AddComponentData(entity, spawnerData); 28 | } 29 | } -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 8 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 0 23 | m_ReuseCollisionCallbacks: 1 24 | m_ClothInterCollisionSettingsToggle: 0 25 | m_ContactPairsMode: 0 26 | m_BroadphaseType: 0 27 | m_WorldBounds: 28 | m_Center: {x: 0, y: 0, z: 0} 29 | m_Extent: {x: 250, y: 250, z: 250} 30 | m_WorldSubdivisions: 8 31 | -------------------------------------------------------------------------------- /Assets/Components/UnitSpawnerProxy.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using Unity.Entities; 3 | using UnityEngine; 4 | 5 | 6 | [RequiresEntityConversion] 7 | public class UnitSpawnerProxy : MonoBehaviour, IDeclareReferencedPrefabs, IConvertGameObjectToEntity 8 | { 9 | public GameObject Prefab; 10 | public int CountX; 11 | public int CountY; 12 | 13 | // Referenced prefabs have to be declared so that the conversion system knows about them ahead of time 14 | public void DeclareReferencedPrefabs(List gameObjects) 15 | { 16 | gameObjects.Add(Prefab); 17 | } 18 | 19 | // Lets you convert the editor data representation to the entity optimal runtime representation 20 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 21 | { 22 | var spawnerData = new UnitSpawner 23 | { 24 | // The referenced prefab will be converted due to DeclareReferencedPrefabs. 25 | // So here we simply map the game object to an entity reference to that prefab. 26 | Prefab = conversionSystem.GetPrimaryEntity(Prefab), 27 | CountX = CountX, 28 | CountY = CountY 29 | }; 30 | dstManager.AddComponentData(entity, spawnerData); 31 | } 32 | } -------------------------------------------------------------------------------- /Assets/Systems/DeselectSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Collections; 2 | using Unity.Entities; 3 | using Unity.Transforms; 4 | using UnityEngine; 5 | 6 | // ComponentSystems run on the main thread. Use these when you have to do work that cannot be called from a job. 7 | public class DeselectSystem : ComponentSystem 8 | { 9 | EntityQuery m_highlights; 10 | 11 | //TODO: Not an efficient system, it will always run as long as Highlights as active 12 | //The problem is only the child knows of it's parent and not the otherway around 13 | // So we have to go backwards from child -> parent to effectively destroy the entity 14 | protected override void OnCreate() 15 | { 16 | m_highlights = GetEntityQuery(typeof(Highlight)); 17 | } 18 | 19 | protected override void OnUpdate() 20 | { 21 | using (var highlights = m_highlights.ToEntityArray(Allocator.TempJob)) 22 | { 23 | foreach (var highlight in highlights) 24 | { 25 | var parent = EntityManager.GetComponentData(highlight).Value; 26 | if (EntityManager.HasComponent(parent)) 27 | { 28 | EntityManager.RemoveComponent(parent); 29 | EntityManager.DestroyEntity(highlight); 30 | } 31 | } 32 | } 33 | } 34 | } -------------------------------------------------------------------------------- /Assets/Utils/RTSPhysics.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using Unity.Mathematics; 5 | 6 | public static class RTSPhysics 7 | { 8 | public static bool Intersect(AABB box, Ray ray) 9 | { 10 | double tx1 = (box.min.x - ray.origin.x) * (1 / ray.direction.x); 11 | double tx2 = (box.max.x - ray.origin.x) * (1 / ray.direction.x); 12 | 13 | double tmin = math.min(tx1, tx2); 14 | double tmax = math.max(tx1, tx2); 15 | 16 | double ty1 = (box.min.y - ray.origin.y) * (1 / ray.direction.y); 17 | double ty2 = (box.max.y - ray.origin.y) * (1 / ray.direction.y); 18 | 19 | tmin = math.max(tmin, math.min(ty1, ty2)); 20 | tmax = math.min(tmax, math.max(ty1, ty2)); 21 | 22 | double tz1 = (box.min.z - ray.origin.z) * (1 / ray.direction.z); 23 | double tz2 = (box.max.z - ray.origin.z) * (1 / ray.direction.z); 24 | 25 | tmin = math.max(tmin, math.min(tz1, tz2)); 26 | tmax = math.min(tmax, math.max(tz1, tz2)); 27 | 28 | return tmax >= tmin; 29 | } 30 | 31 | public static bool Intersect(AABB box1, AABB box2) 32 | { 33 | return (box1.min.x <= box2.max.x && box1.max.x >= box2.min.x) && 34 | (box1.min.y <= box2.max.y && box1.max.y >= box2.min.y) && 35 | (box1.min.z <= box2.max.z && box1.max.z >= box2.min.z); 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Assets/Systems/PlayerUnitMovementSystem.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Entities; 3 | using Unity.Jobs; 4 | using Unity.Mathematics; 5 | using Unity.Collections; 6 | 7 | public class PlayerUnitMovementSystem : JobComponentSystem 8 | { 9 | 10 | public struct PlayerUnitMovementJob : IJobForEach 11 | { 12 | public float dT; 13 | public float3 mousePos; 14 | 15 | public void Execute 16 | ([ReadOnly] ref PlayerInput pInput, ref UnitNavAgent navAgent, [ReadOnly] ref PlayerUnitSelect selected) 17 | { 18 | if (pInput.RightClick) 19 | { 20 | navAgent.finalDestination = mousePos; 21 | navAgent.agentStatus = NavAgentStatus.Moving; 22 | 23 | } 24 | } 25 | } 26 | 27 | protected override JobHandle OnUpdate(JobHandle inputDeps) 28 | { 29 | var mousePos = Input.mousePosition; 30 | Ray ray = Camera.main.ScreenPointToRay(mousePos); 31 | if (Physics.Raycast(ray, out RaycastHit hit)) 32 | { 33 | if(hit.collider != null) 34 | { 35 | mousePos = new float3(hit.point.x, 0, hit.point.z); 36 | } 37 | } 38 | var job = new PlayerUnitMovementJob 39 | { 40 | mousePos = mousePos 41 | }; 42 | return job.Schedule(this, inputDeps); 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /Assets/Systems/AABBCollisionSystem.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Burst; 3 | using Unity.Entities; 4 | using Unity.Jobs; 5 | using Unity.Collections; 6 | 7 | public class AABBCollisionSystem : JobComponentSystem 8 | { 9 | [BurstCompile] 10 | public struct AABBCollisionJob : IJobParallelFor 11 | { 12 | [ReadOnly] public NativeArray Colliders; 13 | 14 | public void Execute(int i) 15 | { 16 | for (int j = i + 1; j < Colliders.Length; j++) 17 | { 18 | if (RTSPhysics.Intersect(Colliders[i], Colliders[j])) 19 | { 20 | //Debug.Log("Collision Detected"); 21 | } 22 | } 23 | } 24 | } 25 | 26 | EntityQuery m_AABBGroup; 27 | 28 | protected override void OnCreateManager() 29 | { 30 | var query = new EntityQueryDesc 31 | { 32 | All = new ComponentType[] { typeof(AABB) } 33 | }; 34 | m_AABBGroup = GetEntityQuery(query); 35 | } 36 | 37 | protected override JobHandle OnUpdate(JobHandle inputDeps) 38 | { 39 | var colliders = m_AABBGroup.ToComponentDataArray(Allocator.TempJob); 40 | var aabbCollisionJob = new AABBCollisionJob 41 | { 42 | Colliders = colliders, 43 | }; 44 | var collisionJobHandle = aabbCollisionJob.Schedule(colliders.Length, 32); 45 | collisionJobHandle.Complete(); 46 | 47 | colliders.Dispose(); 48 | return collisionJobHandle; 49 | } 50 | } -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_AutoSimulation: 1 23 | m_QueriesHitTriggers: 1 24 | m_QueriesStartInColliders: 1 25 | m_ChangeStopsCallbacks: 0 26 | m_CallbacksOnDisable: 1 27 | m_ReuseCollisionCallbacks: 1 28 | m_AutoSyncTransforms: 0 29 | m_AlwaysShowColliders: 0 30 | m_ShowColliderSleep: 1 31 | m_ShowColliderContacts: 0 32 | m_ShowColliderAABB: 0 33 | m_ContactArrowScale: 0.2 34 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 35 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 36 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 37 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 38 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 39 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /Assets/Systems/SelectingSystem.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Collections; 3 | using Unity.Entities; 4 | using Unity.Transforms; 5 | using Unity.Mathematics; 6 | 7 | // ComponentSystems run on the main thread. Use these when you have to do work that cannot be called from a job. 8 | public class SelectingSystem : ComponentSystem 9 | { 10 | EntityQuery m_highlights; 11 | EntityQuery m_selectedUnits; 12 | 13 | protected override void OnCreate() 14 | { 15 | m_highlights = GetEntityQuery(typeof(HighlightSpawner)); 16 | m_selectedUnits = GetEntityQuery(typeof(Selecting)); 17 | } 18 | 19 | protected override void OnUpdate() 20 | { 21 | //Get all selected units 22 | using (var selectedUnits = m_selectedUnits.ToEntityArray(Allocator.TempJob)) 23 | using (var highlights = m_highlights.ToEntityArray(Allocator.TempJob)) 24 | { 25 | //TODO Find a better way to spawn highlight prefabs 26 | // Works right now since we know there will be at least one HighlightSpawner 27 | var highlight = highlights[0]; 28 | var prefab = EntityManager.GetComponentData(highlight).Prefab; 29 | 30 | foreach (var selectedUnit in selectedUnits) 31 | { 32 | //Remove the component from the unit so this system doesn't continually run 33 | EntityManager.RemoveComponent(selectedUnit); 34 | 35 | //Get our prefab from our spawner and set Translation (to produce a LocalToWorld) 36 | var entity = EntityManager.Instantiate(prefab); 37 | EntityManager.AddComponent(entity, typeof(Highlight)); 38 | 39 | //For a child to sucessfully have a parent it needs: 40 | // 1. LocalToWorld (either a translation or rotation) 41 | // 2. LocalToParent 42 | // 3. 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Use these when you have to do work that cannot be called from a job. 8 | //public class UnitSpawnerSystem : ComponentSystem 9 | //{ 10 | // EntityQuery m_Spawners; 11 | 12 | // protected override void OnCreate() 13 | // { 14 | // m_Spawners = GetEntityQuery(typeof(UnitSpawner), typeof(Translation)); 15 | // } 16 | 17 | // protected override void OnUpdate() 18 | // { 19 | // // Get all the spawners in the scene. 20 | // using (var spawners = m_Spawners.ToEntityArray(Allocator.TempJob)) 21 | // { 22 | // foreach (var spawner in spawners) 23 | // { 24 | // for (int i = 0; i < 15; i++) 25 | // { 26 | // for (int j = 0; j < 15; j++) 27 | // { 28 | // // Create an entity from the prefab set on the spawner component. 29 | // var prefab = EntityManager.GetSharedComponentData(spawner).prefab; 30 | // var entity = EntityManager.Instantiate(prefab); 31 | 32 | // // Copy the position of the spawner to the new entity. 33 | // Translation position = EntityManager.GetComponentData(spawner); 34 | // position.Value.x = position.Value.x + 2 * i; 35 | // position.Value.z = position.Value.z + 2 * j; 36 | 37 | // EntityManager.SetComponentData(entity, position); 38 | 39 | // var aabb = new AABB 40 | // { 41 | // //0.5f will represent halfwidth for now 42 | // max = position.Value + 0.5f, 43 | // min = position.Value - 0.5f, 44 | 45 | // }; 46 | // EntityManager.SetComponentData(entity, aabb); 47 | // } 48 | // } 49 | 50 | // // Destroy the spawner so this system only runs once. 51 | // EntityManager.DestroyEntity(spawner); 52 | // } 53 | // } 54 | // } 55 | //} 56 | using Unity.Burst; 57 | using Unity.Collections; 58 | using Unity.Entities; 59 | using Unity.Jobs; 60 | using Unity.Mathematics; 61 | using Unity.Transforms; 62 | 63 | // JobComponentSystems can run on worker threads. 64 | // However, creating and removing Entities can only be done on the main thread to prevent race conditions. 65 | // The system uses an EntityCommandBuffer to defer tasks that can't be done inside the Job. 66 | [UpdateInGroup(typeof(SimulationSystemGroup))] 67 | public class UnitSpawnerSystem : JobComponentSystem 68 | { 69 | // BeginInitializationEntityCommandBufferSystem is used to create a command buffer which will then be played back 70 | // when that barrier system executes. 71 | // Though the instantiation command is recorded in the SpawnJob, it's not actually processed (or "played back") 72 | // until the corresponding EntityCommandBufferSystem is updated. To ensure that the transform system has a chance 73 | // to run on the newly-spawned entities before they're rendered for the first time, the HelloSpawnerSystem 74 | // will use the BeginSimulationEntityCommandBufferSystem to play back its commands. This introduces a one-frame lag 75 | // between recording the commands and instantiating the entities, but in practice this is usually not noticeable. 76 | BeginInitializationEntityCommandBufferSystem m_EntityCommandBufferSystem; 77 | 78 | protected override void OnCreate() 79 | { 80 | // Cache the BeginInitializationEntityCommandBufferSystem in a field, so we don't have to create it every frame 81 | m_EntityCommandBufferSystem = World.GetOrCreateSystem(); 82 | } 83 | 84 | struct SpawnJob : IJobForEachWithEntity 85 | { 86 | public EntityCommandBuffer CommandBuffer; 87 | 88 | public void Execute(Entity entity, int index, [ReadOnly] ref UnitSpawner spawner, 89 | [ReadOnly] ref LocalToWorld location) 90 | { 91 | for (int x = 0; x < spawner.CountX; x++) 92 | { 93 | for (int y = 0; y < spawner.CountY; y++) 94 | { 95 | var instance = CommandBuffer.Instantiate(spawner.Prefab); 96 | 97 | var position = math.transform(location.Value, 98 | new float3(x * 2, 0, y * 2)); 99 | 100 | //TODO: Eventually switch to the new Unity.Physics AABB 101 | var aabb = new AABB 102 | { 103 | //0.5f will represent halfwidth for now 104 | max = position + 0.5f, 105 | min = position - 0.5f, 106 | 107 | }; 108 | 109 | 110 | 111 | 112 | CommandBuffer.SetComponent(instance, new Translation { Value = position }); 113 | 114 | //Weirdly have to do it in code now 115 | CommandBuffer.AddComponent(instance, aabb); 116 | CommandBuffer.AddComponent(instance, new PlayerInput()); 117 | CommandBuffer.AddComponent(instance, new UnitNavAgent()); 118 | 119 | 120 | } 121 | } 122 | 123 | CommandBuffer.DestroyEntity(entity); 124 | } 125 | } 126 | 127 | protected override JobHandle OnUpdate(JobHandle inputDeps) 128 | { 129 | //Instead of performing structural changes directly, a Job can add a command to an EntityCommandBuffer to perform such changes on the main thread after the Job has finished. 130 | //Command buffers allow you to perform any, potentially costly, calculations on a worker thread, while queuing up the actual insertions and deletions for later. 131 | 132 | // Schedule the job that will add Instantiate commands to the EntityCommandBuffer. 133 | var job = new SpawnJob 134 | { 135 | CommandBuffer = m_EntityCommandBufferSystem.CreateCommandBuffer() 136 | }.ScheduleSingle(this, inputDeps); 137 | 138 | 139 | // SpawnJob runs in parallel with no sync point until the barrier system executes. 140 | // When the barrier system executes we want to complete the SpawnJob and then play back the commands (Creating the entities and placing them). 141 | // We need to tell the barrier system which job it needs to complete before it can play back the commands. 142 | m_EntityCommandBufferSystem.AddJobHandleForProducer(job); 143 | 144 | return job; 145 | } 146 | } 147 | 148 | -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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