Skip to content

Instantly share code, notes, and snippets.

Embed
What would you like to do?
Entityの読込
using Unity.Entities;
using Unity.Entities.Serialization;
using UnityEngine;
public class LoadWorld : MonoBehaviour
{
[SerializeField] string fileName = "save.sav";
[SerializeField] GameObject sharedData = null;
private World localWorld;
private const string worldName = "local world";
private void OnEnable()
{
localWorld = new World(worldName);
localWorld.GetOrCreateManager<EntityManager>();
}
private void OnDisable()
{
if (localWorld.IsCreated)
localWorld.Dispose();
}
public void Load()
{
var entityManager = localWorld.GetExistingManager<EntityManager>();
using (var reader = new StreamBinaryReader(fileName))
{
SerializeUtilityHybrid.Deserialize(entityManager, reader, sharedData);
}
World.Active.GetExistingManager<EntityManager>().MoveEntitiesFrom(entityManager);
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.
You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Reload to refresh your session.