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@kuma360
kuma360 / rootScript.cs
Last active June 19, 2018 04:20
「#Unity1Week」で作った「ポートアイランド付近連続殺人事件」( https://unityroom.com/games/portopia )のソースコードです。
//「#Unity1Week」で作った「ポートアイランド付近連続殺人事件」(https://unityroom.com/games/portopia)のソースコードです。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class rootScript : MonoBehaviour {
//背景
@kuma360
kuma360 / ECS_SCRIPT.cs
Last active May 20, 2018 15:00
ECSとJobComponentSystemを使って10万パーティクルを表示
//Unity2018.2.0b4 [EntityComponentSystem(ECS) ver0.0.12-preview1]
using UnityEngine;
using Unity.Entities;
using Unity.Collections;
using System.Linq;
using System.Collections.Generic;
using Unity.Jobs;
using Unity.Mathematics;
struct POSITION : IComponentData
@kuma360
kuma360 / ECS_SCRIPT.cs
Created May 20, 2018 11:00
ECSとJobComponentSystemからMonoBehaviourが持っている配列へデータを書き出す。
//Unity2018.2.0b4 [EntityComponentSystem(ECS) ver0.0.12-preview1]
using UnityEngine;
using Unity.Entities;
using Unity.Collections;
using System.Linq;
using System.Collections.Generic;
using Unity.Jobs;
using Unity.Mathematics;
struct DATA1 : IComponentData
@kuma360
kuma360 / ECS_SCRIPT.cs
Last active May 20, 2018 01:51
ECSをJobComponentSystemのIJobParallelForで並列化する時の書き方
//Unity2018.2.0b4 [EntityComponentSystem(ECS) ver0.0.12-preview1]
using UnityEngine;
using Unity.Entities;
using Unity.Collections;
using System.Linq;
using System.Collections.Generic;
using Unity.Jobs;
struct DATA1 : IComponentData
{
@kuma360
kuma360 / ECS_SCRIPT.cs
Last active May 20, 2018 01:51
ECSをJobComponentSystemのIJobProcessComponentDataで並列化する時の書き方
//Unity2018.2.0b4 [EntityComponentSystem(ECS) ver0.0.12-preview1]
using UnityEngine;
using Unity.Entities;
using Unity.Collections;
using System.Linq;
using System.Collections.Generic;
using Unity.Jobs;
struct DATA1 : IComponentData
{
@kuma360
kuma360 / ECS_SCRIPT.cs
Created May 19, 2018 08:07
複数のComponetDataを持ったEntity
//Unity2018.2.0b4 [EntityComponentSystem(ECS) ver0.0.12-preview1]
using UnityEngine;
using Unity.Entities;
using Unity.Collections;
using System.Linq;
using System.Collections.Generic;
struct DATA1 : IComponentData
{
public int val;
@kuma360
kuma360 / ECS_SCRIPT.cs
Created May 19, 2018 07:53
ComponentSystem内からEntityを生成したい時の書き方
//Unity2018.2.0b4 [EntityComponentSystem(ECS) ver0.0.12-preview1]
using UnityEngine;
using Unity.Entities;
using Unity.Collections;
using System.Linq;
using System.Collections.Generic;
struct DATA : IComponentData
{
public int val;
@kuma360
kuma360 / ECS_SCRIPT.cs
Created May 19, 2018 07:40
ECSのComponentDataを初期化したい時の書き方
//Unity2018.2.0b4 [EntityComponentSystem(ECS) ver0.0.12-preview1]
using UnityEngine;
using Unity.Entities;
using Unity.Collections;
using System.Linq;
using System.Collections.Generic;
struct DATA : IComponentData
{
public int val;
@kuma360
kuma360 / ECS_SCRIPT.cs
Last active May 19, 2018 06:08
ゲームオブジェクトのプレハブをインスタンス化するのと似た感覚で、エンティティをインスタンス化できる。
//Unity2018.2.0b4 [EntityComponentSystem(ECS) ver0.0.12-preview1]
using UnityEngine;
using Unity.Entities;
using Unity.Collections;
using System.Linq;
using System.Collections.Generic;
//IComponentDataを継承した構造体がECSの部品として使える。
struct DATA : IComponentData
{
@kuma360
kuma360 / ECS_SCRIPT.cs
Last active May 19, 2018 06:08
Entityを500個つくる。画面をクリックすると全部削除。
//Unity2018.2.0b4 [EntityComponentSystem(ECS) ver0.0.12-preview1]
using UnityEngine;
using Unity.Entities;
using Unity.Collections;
using System.Linq;
using System.Collections.Generic;
//IComponentDataを継承した構造体がECSの部品として使える。
struct DATA : IComponentData
{