├── .gitignore
├── Assets
├── HybridTutorials.meta
├── HybridTutorials
│ ├── InteractionWithGameobject.meta
│ └── InteractionWithGameobject
│ │ ├── BulletController.cs
│ │ ├── BulletController.cs.meta
│ │ ├── CharacterController.cs
│ │ ├── CharacterController.cs.meta
│ │ ├── Example_01.unity
│ │ ├── Example_01.unity.meta
│ │ ├── Example_01_Init.cs
│ │ ├── Example_01_Init.cs.meta
│ │ ├── FindTargetSystem.cs
│ │ ├── FindTargetSystem.cs.meta
│ │ ├── HandleTargetSystem.cs
│ │ ├── HandleTargetSystem.cs.meta
│ │ ├── SceneData.meta
│ │ ├── SceneData
│ │ ├── Bullet Material.mat
│ │ ├── Bullet Material.mat.meta
│ │ ├── BulletPrefab.prefab
│ │ ├── BulletPrefab.prefab.meta
│ │ ├── TeamA.mat
│ │ ├── TeamA.mat.meta
│ │ ├── TeamA.prefab
│ │ ├── TeamA.prefab.meta
│ │ ├── TeamB.mat
│ │ ├── TeamB.mat.meta
│ │ ├── TeamB.prefab
│ │ ├── TeamB.prefab.meta
│ │ ├── TeamC.mat
│ │ ├── TeamC.mat.meta
│ │ ├── TeamC.prefab
│ │ └── TeamC.prefab.meta
│ │ ├── WriteLocalTransformSystem.cs
│ │ └── WriteLocalTransformSystem.cs.meta
├── Settings.meta
└── Settings
│ ├── SampleSceneProfile.asset
│ ├── SampleSceneProfile.asset.meta
│ ├── URP-Balanced-Renderer.asset
│ ├── URP-Balanced-Renderer.asset.meta
│ ├── URP-Balanced.asset
│ ├── URP-Balanced.asset.meta
│ ├── URP-HighFidelity-Renderer.asset
│ ├── URP-HighFidelity-Renderer.asset.meta
│ ├── URP-HighFidelity.asset
│ ├── URP-HighFidelity.asset.meta
│ ├── URP-Performant-Renderer.asset
│ ├── URP-Performant-Renderer.asset.meta
│ ├── URP-Performant.asset
│ ├── URP-Performant.asset.meta
│ ├── UniversalRenderPipelineGlobalSettings.asset
│ └── UniversalRenderPipelineGlobalSettings.asset.meta
├── LICENSE
├── Packages
├── manifest.json
└── packages-lock.json
└── ProjectSettings
├── AudioManager.asset
├── BurstAotSettings_StandaloneWindows.json
├── ClusterInputManager.asset
├── CommonBurstAotSettings.json
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── EntitiesClientSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Packages
└── com.unity.testtools.codecoverage
│ └── Settings.json
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── ShaderGraphSettings.asset
├── TagManager.asset
├── TimeManager.asset
├── URPProjectSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
└── XRSettings.asset
/.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/main/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Uu]ser[Ss]ettings/
12 |
13 | # MemoryCaptures can get excessive in size.
14 | # They also could contain extremely sensitive data
15 | /[Mm]emoryCaptures/
16 |
17 | # Recordings can get excessive in size
18 | /[Rr]ecordings/
19 |
20 | # Uncomment this line if you wish to ignore the asset store tools plugin
21 | # /[Aa]ssets/AssetStoreTools*
22 |
23 | # Autogenerated Jetbrains Rider plugin
24 | /[Aa]ssets/Plugins/Editor/JetBrains*
25 |
26 | # Visual Studio cache directory
27 | .vs/
28 |
29 | # Gradle cache directory
30 | .gradle/
31 |
32 | # Autogenerated VS/MD/Consulo solution and project files
33 | ExportedObj/
34 | .consulo/
35 | *.csproj
36 | *.unityproj
37 | *.sln
38 | *.suo
39 | *.tmp
40 | *.user
41 | *.userprefs
42 | *.pidb
43 | *.booproj
44 | *.svd
45 | *.pdb
46 | *.mdb
47 | *.opendb
48 | *.VC.db
49 |
50 | # Unity3D generated meta files
51 | *.pidb.meta
52 | *.pdb.meta
53 | *.mdb.meta
54 |
55 | # Unity3D generated file on crash reports
56 | sysinfo.txt
57 |
58 | # Builds
59 | *.apk
60 | *.aab
61 | *.unitypackage
62 | *.app
63 |
64 | # Crashlytics generated file
65 | crashlytics-build.properties
66 |
67 | # Packed Addressables
68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
69 |
70 | # Temporary auto-generated Android Assets
71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
72 | /[Aa]ssets/[Ss]treamingAssets/aa/*
73 | *.vsconfig
74 |
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/Assets/HybridTutorials/InteractionWithGameobject/BulletController.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace HybridTutorials.InteractionWithGameobject
6 | {
7 | ///
8 | /// tutorial by vietdungdev
9 | /// class dieu khien vien dan
10 | ///
11 | [RequireComponent(typeof(Rigidbody))]
12 | public class BulletController : MonoBehaviour
13 | {
14 | private List mPool;
15 | private Transform mTarget;
16 | private Transform mOwner;
17 |
18 | private void Awake()
19 | {
20 | var body = GetComponent();
21 | body.isKinematic = true;
22 | var collider = GetComponent();
23 | collider.isTrigger = true;
24 | }
25 |
26 | private void OnDisable()
27 | {
28 | mTarget = null;
29 | }
30 |
31 | //co the viet trong ECS nhung ko nam trong muc dich cua tutorial nay
32 | private void Update()
33 | {
34 | if (mTarget == null)
35 | return;
36 |
37 | Vector3 direct = (mTarget.position - transform.position).normalized;
38 | transform.forward = direct;
39 | transform.position += direct * 10 * Time.deltaTime;
40 | }
41 |
42 | private void OnTriggerEnter(Collider other)
43 | {
44 | if (other.transform == mOwner)
45 | return;
46 |
47 | if (other.TryGetComponent(out var controller) == false)
48 | return;
49 |
50 | controller.OnDamage(100);
51 |
52 | Despawn();
53 | }
54 |
55 | public void SetData(Transform owner, Transform target, List pool)
56 | {
57 | mOwner = owner;
58 | mTarget = target;
59 | mPool = pool;
60 | }
61 |
62 | private void Despawn()
63 | {
64 | if (mPool == null)
65 | {
66 | Destroy(gameObject);
67 | return;
68 | }
69 |
70 | gameObject.SetActive(false);
71 | mPool.Add(this);
72 | }
73 | }
74 | }
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/Assets/HybridTutorials/InteractionWithGameobject/CharacterController.cs:
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1 | using Unity.Entities;
2 | using Unity.Collections;
3 | using Unity.Transforms;
4 | using Unity.Burst;
5 | using Unity.Mathematics;
6 | using System.Collections.Generic;
7 | using UnityEngine;
8 | using Unity.Jobs;
9 |
10 | namespace HybridTutorials.InteractionWithGameobject
11 | {
12 | ///
13 | /// tutorial by vietdungdev
14 | /// class Monobehaviour dung de viet nhung thu kho thuc hien voi ecs nhu he thong skill...
15 | ///
16 | public class CharacterController : MonoBehaviour
17 | {
18 | public TeamId mTeam;
19 | public TeamId targetMask;
20 |
21 | protected Entity m_Entity;
22 |
23 |
24 | public BulletController prefabBulllet;
25 |
26 | private List bulletPool = new List();
27 |
28 | private float shootTime = 0;
29 |
30 | // Start is called before the first frame update
31 | void Awake()
32 | {
33 | var world = World.DefaultGameObjectInjectionWorld;
34 | var manager = world.EntityManager;
35 |
36 | m_Entity = manager.CreateEntity();
37 | manager.SetName(m_Entity, name);
38 |
39 | world.EntityManager.AddComponent(m_Entity);
40 |
41 | world.EntityManager.AddComponentData(m_Entity, new TeamInfo
42 | {
43 | mTeam = this.mTeam
44 | });
45 |
46 | world.EntityManager.AddComponent(m_Entity);
47 | world.EntityManager.AddComponentData(m_Entity, new TargetRequest
48 | {
49 | targets = this.targetMask
50 | });
51 |
52 | world.EntityManager.AddComponentObject(m_Entity, transform);
53 | world.EntityManager.AddComponentObject(m_Entity, this);
54 | }
55 |
56 | void OnDestroy()
57 | {
58 | var world = World.DefaultGameObjectInjectionWorld;
59 | if (world == null)
60 | return;
61 |
62 | var manager = world.EntityManager;
63 | manager.DestroyEntity(m_Entity);
64 | }
65 |
66 | public void SpawnBullet(Transform target)
67 | {
68 | if (Time.time - shootTime < 1)
69 | return;
70 |
71 | shootTime = Time.time;
72 |
73 | BulletController bullet = null;
74 | if (bulletPool.Count == 0)
75 | bullet = GameObject.Instantiate(prefabBulllet);
76 | else
77 | {
78 | bullet = bulletPool[bulletPool.Count - 1];
79 | bulletPool.RemoveAt(bulletPool.Count - 1);
80 | }
81 |
82 | bullet.SetData(transform, target, bulletPool);
83 | bullet.transform.position = transform.position;
84 | bullet.gameObject.SetActive(true);
85 | }
86 |
87 | public void OnDamage(float dmg)
88 | {
89 | Debug.Log($"{gameObject.name} receive damage {dmg}");
90 | }
91 | }
92 |
93 | [System.Flags]
94 | public enum TeamId
95 | {
96 | None = 0,
97 | TeamA = 1 << 0,
98 | TeamB = 1 << 1,
99 | TeamC = 1 << 2,
100 | }
101 |
102 | public struct TeamInfo : IComponentData
103 | {
104 | public TeamId mTeam;
105 | }
106 |
107 | public struct TargetRequest : IComponentData
108 | {
109 | public TeamId targets;
110 | }
111 |
112 | public struct TargetResult : IComponentData
113 | {
114 | public Entity mTarget;
115 | }
116 | }
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/Assets/HybridTutorials/InteractionWithGameobject/Example_01_Init.cs:
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1 | using Unity.Entities;
2 | using Unity.Collections;
3 | using Unity.Transforms;
4 | using Unity.Burst;
5 | using Unity.Mathematics;
6 | using System.Collections.Generic;
7 | using UnityEngine;
8 | using Unity.Jobs;
9 |
10 | namespace HybridTutorials.InteractionWithGameobject
11 | {
12 | ///
13 | /// tutorial by vietdungdev
14 | /// class khoi tao system manual
15 | ///
16 | public class Example_01_Init : MonoBehaviour
17 | {
18 | // Start is called before the first frame update
19 | void Start()
20 | {
21 | var world = World.DefaultGameObjectInjectionWorld;
22 |
23 | var findTargetSystem = world.CreateSystem();
24 | var handleTargetSystem = world.CreateSystem();
25 | var writeLocalTransformSystem = world.CreateSystem();
26 |
27 | var simulationGroup = world.GetExistingSystemManaged();
28 | simulationGroup.AddSystemToUpdateList(findTargetSystem);
29 | simulationGroup.AddSystemToUpdateList(handleTargetSystem);
30 | simulationGroup.AddSystemToUpdateList(writeLocalTransformSystem);
31 | simulationGroup.SortSystems();
32 | }
33 | }
34 | }
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/Assets/HybridTutorials/InteractionWithGameobject/FindTargetSystem.cs:
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1 | using Unity.Entities;
2 | using Unity.Collections;
3 | using Unity.Transforms;
4 | using Unity.Burst;
5 | using Unity.Mathematics;
6 | using System.Collections.Generic;
7 | using UnityEngine;
8 | using Unity.Jobs;
9 |
10 | namespace HybridTutorials.InteractionWithGameobject
11 | {
12 | ///
13 | /// tutorial by vietdungdev
14 | /// tim muc tieu gan nhat theo vi tri cua entity(localtransform), chay multi thread voi burst
15 | ///
16 | [BurstCompile]
17 | [RequireMatchingQueriesForUpdate]
18 | [UpdateInGroup(typeof(SimulationSystemGroup))]
19 | [UpdateBefore(typeof(FixedStepSimulationSystemGroup))]
20 | [DisableAutoCreation]
21 | public partial struct FindTargetSystem : ISystem
22 | {
23 | [BurstCompile]
24 | public void OnCreate(ref SystemState state)
25 | {
26 | state.RequireForUpdate();
27 | state.RequireForUpdate();
28 | state.RequireForUpdate();
29 | }
30 |
31 | [BurstCompile]
32 | public void OnUpdate(ref SystemState state)
33 | {
34 | var targetQuery = SystemAPI.QueryBuilder().WithAll().Build();
35 |
36 | var entities = targetQuery.ToEntityArray(state.WorldUpdateAllocator);
37 | var infos = targetQuery.ToComponentDataArray(state.WorldUpdateAllocator);
38 | var transforms = targetQuery.ToComponentDataArray(state.WorldUpdateAllocator);
39 |
40 | var find = new FindNearestJob
41 | {
42 | AllInfos = infos,
43 | AllEntities = entities,
44 | AllTransforms = transforms
45 | };
46 | state.Dependency = find.ScheduleParallel(state.Dependency);
47 | }
48 |
49 |
50 | [BurstCompile]
51 | public partial struct FindNearestJob : IJobEntity
52 | {
53 | [ReadOnly] public NativeArray AllInfos;
54 |
55 | [ReadOnly] public NativeArray AllTransforms;
56 |
57 | [ReadOnly] public NativeArray AllEntities;
58 |
59 | public void Execute(ref TargetResult result, in TargetRequest targetRequest, in LocalTransform transform)
60 | {
61 | var closestDistSq = 999f;
62 | var closestEntity = Entity.Null;
63 |
64 | for (int i = 0; i < AllTransforms.Length; i += 1)
65 | {
66 | if (HasTarget(targetRequest.targets, AllInfos[i].mTeam) == false)
67 | continue;
68 |
69 | var distSq = math.distancesq(AllTransforms[i].Position, transform.Position);
70 | if (distSq < closestDistSq)
71 | {
72 | closestDistSq = distSq;
73 | closestEntity = AllEntities[i];
74 | }
75 | }
76 |
77 | result.mTarget = closestEntity;
78 | }
79 |
80 | public bool HasTarget(TeamId targetMask, TeamId enemyId) => (targetMask & enemyId) == enemyId;
81 | }
82 | }
83 | }
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/Assets/HybridTutorials/InteractionWithGameobject/HandleTargetSystem.cs:
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1 | using Unity.Entities;
2 | using Unity.Collections;
3 | using Unity.Transforms;
4 | using Unity.Burst;
5 | using Unity.Mathematics;
6 | using System.Collections.Generic;
7 | using UnityEngine;
8 | using Unity.Jobs;
9 |
10 | namespace HybridTutorials.InteractionWithGameobject
11 | {
12 | ///
13 | /// tutorial by vietdungdev
14 | /// goi sang Monobehaviour, chay o main thread, ko co Burst
15 | ///
16 | [RequireMatchingQueriesForUpdate]
17 | [UpdateInGroup(typeof(SimulationSystemGroup))]
18 | [DisableAutoCreation]
19 | public partial class HandleTargetSystem : SystemBase
20 | {
21 | protected override void OnUpdate()
22 | {
23 | Entities.ForEach((CharacterController characterController, in TeamInfo teamInfo, in TargetResult targetResult) =>
24 | {
25 | if (targetResult.mTarget == Entity.Null)
26 | return;
27 |
28 | var targetTransform = EntityManager.GetComponentObject(targetResult.mTarget);
29 | if (targetTransform == null)
30 | return;
31 |
32 | //trigger your skill system
33 | characterController.SpawnBullet(targetTransform);
34 |
35 | #if UNITY_EDITOR
36 | var color = Color.blue;
37 | if (teamInfo.mTeam == TeamId.TeamB)
38 | color = Color.yellow;
39 | else if (teamInfo.mTeam == TeamId.TeamC)
40 | color = Color.cyan;
41 | Debug.DrawLine(characterController.transform.position, targetTransform.position, color);
42 | #endif
43 | }).WithoutBurst().Run();
44 | }
45 | }
46 | }
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/Assets/HybridTutorials/InteractionWithGameobject/WriteLocalTransformSystem.cs:
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1 | using Unity.Entities;
2 | using Unity.Transforms;
3 | using Unity.Burst;
4 | using Unity.Collections;
5 | using UnityEngine;
6 | using UnityEngine.Jobs;
7 | using static Unity.Entities.SystemAPI;
8 |
9 | namespace HybridTutorials.InteractionWithGameobject
10 | {
11 | ///
12 | /// tutorial by vietdungdev
13 | /// ghi position cua gameobject vao entity(localtransform)
14 | ///
15 | [BurstCompile]
16 | [RequireMatchingQueriesForUpdate]
17 | [UpdateInGroup(typeof(SimulationSystemGroup), OrderFirst = true)]
18 | [UpdateBefore(typeof(FixedStepSimulationSystemGroup))]
19 | [DisableAutoCreation]
20 | public partial struct WriteLocalTransformSystem : ISystem
21 | {
22 | ComponentLookup m_TransformLookup;
23 |
24 | public void OnCreate(ref SystemState state)
25 | {
26 | state.RequireForUpdate();
27 | state.RequireForUpdate();
28 |
29 | m_TransformLookup = state.GetComponentLookup();
30 | }
31 |
32 | [BurstCompile]
33 | public void OnUpdate(ref SystemState state)
34 | {
35 | m_TransformLookup.Update(ref state);
36 |
37 | var m_Query = QueryBuilder().WithAll().WithAllRW().Build();
38 | var entities = m_Query.ToEntityArray(state.WorldUpdateAllocator);
39 | var transformAcessArray = m_Query.GetTransformAccessArray();
40 |
41 | state.Dependency = new WriteAgentTransformJob
42 | {
43 | Entities = entities,
44 | TransformLookup = m_TransformLookup,
45 | }.Schedule(transformAcessArray, state.Dependency);
46 | }
47 |
48 | [BurstCompile]
49 | struct WriteAgentTransformJob : IJobParallelForTransform
50 | {
51 | [ReadOnly]
52 | public NativeArray Entities;
53 |
54 | [NativeDisableParallelForRestriction]
55 | public ComponentLookup TransformLookup;
56 |
57 | public void Execute(int index, [ReadOnly] TransformAccess transformAccess)
58 | {
59 | Entity entity = Entities[index];
60 |
61 | var transform = TransformLookup[entity];
62 | transform.Position = transformAccess.position;
63 | transform.Rotation = transformAccess.rotation;
64 | TransformLookup[entity] = transform;
65 | }
66 | }
67 | }
68 | }
69 |
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1 | MIT License
2 |
3 | Copyright (c) 2024 Lonely Gamedev
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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