-
Notifications
You must be signed in to change notification settings - Fork 8
Home
This project is a wrapper around Unity ECS entities that allows one to simplify the process of creating / modifying entities.
Entity Wrapper allows you to wrap Entity
with an object a modify it without the need of passing the Entity reference to the EntityManager over and over again.
var entityWrapper = new EntityWrapper(entity);
entityWrapper.SetComponentData(new Translation { Value = float3.zero });
entityWrapper.AddBuffer<TaskBufferElement>();
entityWrapper.AddBuffer(
new PathPositionBufferElement {position = new int2(0, 1)},
new PathPositionBufferElement {position = new int2(0, 2)}
);
EntityManagerWrapper wraps around different ways of accessing EntityManager:
- EntityManager
EntityManagerWrapper.Default
- EntityCommandBuffer (PostUpdateCommands)
EntityManagerWrapper.FromCommandBuffer(PostUpdateCommands)
- EntityCommandBuffer.Concurrent (Jobs)
EntityManagerWrapper.FromJobCommandBuffer(commandBuffer, threadId);
Usage example:
var entityWrapper = new EntityWrapper(entity);
entityWrapper.UsingWrapper(EntityManagerWrapper.FromCommandBuffer(PostUpdateCommands), wrapper =>
{
wrapper.AddComponentData(new Rotation());
wrapper.AddElementToBuffer(new PathPositionBufferElement {position = new int2(2, 0)});
});
Or using the builder:
var entityManagerWrapper = EntityManagerWrapper.FromJobCommandBuffer(commandBuffer, threadId);
UnitTaskBuilder
.CreateCombined(itemPosition)
.AddInnerTasks(
UnitTaskBuilder.CreateInner(new PickUpItemTaskData {itemEntity = itemEntityToPickUp}).Build(entityManagerWrapper),
UnitTaskBuilder.CreateInner(new PutItemToStorageTaskData {storageEntity = storageEntity}).Build(entityManagerWrapper)
)
.Build(entityManagerWrapper);
public class ItemBuilder : EntityBuilder<ItemBuilder>
{
public static ItemBuilder Create(ItemData itemData)
{
return new ItemBuilder(itemData);
}
protected override ItemBuilder Self => this;
internal ItemBuilder(ItemData itemData)
{
var contentItem = DependencyProvider.Resolve<ContentItemRepository>().GetByKey(itemData.itemId);
CreateFromArchetype<ArchetypeItem>();
this.SetSpriteRenderer(contentItem.icon);
SetVariable(new ZIndexVariable(SpriteLayers.OBJECT));
SetComponentData(itemData);
SetComponentData(new Scale {Value = 0.5f});
}
}
Usage:
var itemEntity = ItemBuilder
.Create(contentObject.gatheredResource)
.SetPosition(EntityManager.GetComponentData<Translation>(taskData.objectEntity).Value)
.Build(PostUpdateCommands);
You can pass the EntityManagerWrapper into the Build()
function.
For defining an archetype you can just create a class implementing IArchetypeDescriptor
:
public class ArchetypeItem : IArchetypeDescriptor
{
public string Name => "Item";
public ComponentType[] Components => new ComponentType[]
{
// common
typeof(LocalToWorld),
typeof(Translation),
typeof(Rotation),
typeof(Scale),
// rendering
typeof(MeshRendererData),
// type-specific
typeof(TagItem),
typeof(ObjectData),
typeof(ItemData)
};
}
And then to create it inside the builder:
CreateFromArchetype<ArchetypeItem>();
As you can only create archetypes in main thread by using EntityManager (not possible via EntityCommandBuffer), you can initialise your archetypes beforehand:
EntityArchetypeManager.Instance.InitializeArchetypes(
// tasks
typeof(ArchetypeCombinedUnitTask),
typeof(ArchetypeSingleUnitTask),
typeof(ArchetypeInnerUnitTask),
// items
typeof(ArchetypeItem),
// zones
typeof(ArchetypeZone),
typeof(ArchetypeZoneCell),
// objects
typeof(ArchetypeDecoration),
typeof(ArchetypeBuildingGround),
// generic
typeof(ArchetypeGenericObjectWithLocation)
);
You can easily add your own methods to EntityWrapper:
public static class EntityWrapper2DExtensions
{
public static void SetPosition2D(this EntityWrapper wrapper, int2 position)
{
wrapper.SetComponentData(new Translation {Value = new float3(position.x + 0.5f, position.y + 0.5f, 0)});
}
}
Or to EntityBuilder:
public static class EntityWrapper2DExtensions
{
public static T SetPosition2D<T>(this EntityBuilder<T> wrapper, int2 position)
{
return wrapper.AddStep(new SetPosition2D(position));
}
}
public class SetPosition2D : IEntityBuilderStep
{
private readonly int2 position;
public SetPosition2D(int2 position)
{
this.position = position;
}
public void Process(EntityManagerWrapper wrapper, EntityVariableMap variables, ref EntityBuilderData data)
{
wrapper.SetComponentData(data.entity, new Translation {Value = new float3(position.x + 0.5f, position.y + 0.5f, 0)});
}
}
When extending the EntityWrapper
you might want to save some data in the wrapper to reuse it in your extensions. For example, when setting the 2D position, you might want to save ZIndex to be used for this exact entity.
public class ZIndexVariable : IEntityVariable
{
public int zIndex;
public ZIndexVariable(int zIndex)
{
this.zIndex = zIndex;
}
}
And then extend the EntityBuilder:
public class SetPosition2D : IEntityBuilderStep
{
private const float ZIndexMultiplier = 0.01f;
private readonly int2 position;
public SetPosition2D(int2 position)
{
this.position = position;
}
private Translation GetTranslation(EntityVariableMap variables)
{
var zIndex = variables.Get<ZIndexVariable>()?.zIndex ?? 0;
return new Translation {Value = new float3(position.x + 0.5f, position.y + 0.5f, -zIndex * ZIndexMultiplier)};
}
public void Process(EntityManagerWrapper wrapper, EntityVariableMap variables, ref EntityBuilderData data)
{
wrapper.SetComponentData(data.entity, GetTranslation(variables));
}
}