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