fr.jeanf.scenemanagement 0.0.13 → 0.0.14
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@@ -23,13 +23,23 @@ namespace jeanf.scenemanagement
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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_relevantQuery =
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-
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-
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_relevantQuery = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<Relevant, LocalToWorld>()
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.WithOptions(EntityQueryOptions.FilterWriteGroup)
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.Build(ref state);
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_volumeSetQuery = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<LevelInfo>()
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.WithAll<VolumeBuffer>() // Changed from WithReadOnly to WithAll
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.Build(ref state);
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//_relevantQuery = state.GetEntityQuery(
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// ComponentType.ReadOnly<Relevant>(),
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// ComponentType.ReadOnly<LocalToWorld>());
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_volumeSetQuery = state.GetEntityQuery(
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//_volumeSetQuery = state.GetEntityQuery(
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// ComponentType.ReadWrite<LevelInfo>(),
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// ComponentType.ReadOnly<VolumeBuffer>());
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_activeScenes = new NativeHashSet<Entity>(10, Allocator.Persistent);
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_preloadingScenes = new NativeHashSet<Entity>(10, Allocator.Persistent);
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "fr.jeanf.scenemanagement",
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"version": "0.0.
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"version": "0.0.14",
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"displayName": "Scene Management",
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"description": "This package contains two scene loading system, one is additive, the other is to load subscenes. \nBoth system are living side-by-side.\nThe dynamic systems handles the loading of all static content (environment) using subscenes.\nThe additive system loads scene additively depending on zone & region and upon scenario load/unload requests. Each region or scenario can have dependency that will remain loaded until either a region or a scenario became irrelevant.",
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"unity": "2021.3",
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@@ -26,4 +26,4 @@
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"path": "Samples/Setup"
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}
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]
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-
}
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}
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