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using Unity.Entities;
public class ExampleClickSystem : ComponentSystem
{
protected override void OnUpdate()
{
Entities.ForEach((ref PointerEvent pointerEvent) =>
{
if (pointerEvent.EventType != PointerEventType.Click)
return;
using Unity.Entities;
using UnityEngine;
using UnityEngine.EventSystems;
public class PointerPublisherBehaviour : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler, IDragHandler
{
public GameObjectEntity gameObjectEntity;
EntityEventSystem eventSystem;
EntityEventSystem EventSystem => eventSystem ?? (eventSystem = World.Active.GetExistingManager<EntityEventSystem>());
public struct PointerEvent : IComponentData
{
public Entity Entity;
public PointerEventType EventType;
public PointerEvent(Entity entity, PointerEventType eventType)
{
Entity = entity;
EventType = eventType;
}