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ConfigAuthoring.cs
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using Unity.Entities;
using Unity.Mathematics;
using UnityEngine;
namespace HelloCube.StateChange
{
public class ConfigAuthoring : MonoBehaviour
{
public GameObject Prefab;
public uint Size;
public float Radius;
public Mode Mode;
class Baker : Baker<ConfigAuthoring>
{
public override void Bake(ConfigAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.None);
AddComponent(entity, new Config
{
Prefab = GetEntity(authoring.Prefab, TransformUsageFlags.Dynamic),
Size = authoring.Size,
Radius = authoring.Radius,
Mode = authoring.Mode,
});
AddComponent<Hit>(entity);
#if UNITY_EDITOR
AddComponent<StateChangeProfilerModule.FrameData>(entity);
#endif
}
}
}
public struct Config : IComponentData
{
public Entity Prefab;
public uint Size;
public float Radius;
public Mode Mode;
}
public struct Hit : IComponentData
{
public float3 Value;
public bool HitChanged;
}
public struct Spin : IComponentData, IEnableableComponent
{
public bool IsSpinning;
}
public enum Mode
{
VALUE = 1,
STRUCTURAL_CHANGE = 2,
ENABLEABLE_COMPONENT = 3
}
}