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C#
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2024-01-20 20:00:35 +11:00
using Kitchen;
using KitchenMods;
using Pets.Components;
using Unity.Collections;
using Unity.Entities;
namespace Pets.Systems
{
[UpdateInGroup(typeof(PostTransitionGroup))]
public class TeleportPetsToOwners : RestaurantSystem, IModSystem
{
private EntityQuery _pets;
protected override void Initialise()
{
base.Initialise();
RequireSingletonForUpdate<CSceneFirstFrame>();
_pets = GetEntityQuery(typeof(CPet));
}
protected override void OnUpdate()
{
using NativeArray<Entity> pets = _pets.ToEntityArray(Allocator.Temp);
foreach (Entity pet in pets)
{
if (!Require(pet, out CPet cPet)) continue;
if (cPet.Owner == Entity.Null) continue;
if (!Require(cPet.Owner, out CPosition cPosition)) continue;
if (!Require(pet, out CPosition cPetPosition)) continue;
cPetPosition = new CPosition
{
Position = cPosition.Position,
ForceSnap = true
};
EntityManager.SetComponentData(pet, cPetPosition);
}
}
}
}