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Redo Initial Import. Now 0.0.3
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SamuelAsherRivello committed Apr 19, 2024
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8 changes: 8 additions & 0 deletions RMC DOTS/Samples~/RMC DOTS Samples.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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using Unity.Entities;
using UnityEngine;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
/// <summary>
/// Apply a linear impulse to an entity EXACTLY ONE TIME
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using Unity.Physics.Systems;
using UnityEngine;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{

/// <summary>
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using Unity.Entities;
using UnityEngine;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
public class GoalAuthoring : MonoBehaviour
{
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using Unity.Entities;
using UnityEngine;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
public struct GoalComponent : IComponentData
{
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using Unity.Physics.Systems;
using Unity.Transforms;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
[UpdateBefore(typeof(PhysicsSystemGroup))]
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using Unity.Entities;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
// This tag component allows us to easily get a reference to our player
// as we can query for the entity with this tag
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using Unity.Physics.Extensions;
using Unity.Physics.Systems;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
[UpdateBefore(typeof(PhysicsSystemGroup))]
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using Unity.Entities;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
// This tag component allows us to easily get a reference to our player
// as we can query for the entity with this tag
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using Unity.Physics;
using UnityEngine;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
public enum PlayerType
{
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using Unity.Entities;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
public struct PaddleMoveComponent : IComponentData
{
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using RMC.DOTS.Systems.Scoring;
using RMC.DOTS.Systems.Spawner;
using RMC.DOTS.Utilities;
using RMC.Playground2D.Shared;
using RMC.DOTS.Samples.Pong2D.Shared;
using Unity.Entities;
using Unity.Scenes;
using UnityEngine;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
// Namespace Properties ------------------------------

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using UnityEngine;
using Random = UnityEngine.Random;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
public class ProjectileAuthoring : MonoBehaviour
{
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using Unity.Physics.Systems;
using Unity.Transforms;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
[UpdateBefore(typeof(PhysicsSystemGroup))]
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using Unity.Entities;
using Unity.Physics.Systems;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
[UpdateInGroup(typeof(PhysicsSystemGroup))]
[UpdateAfter(typeof(PhysicsSimulationGroup))]
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@@ -1,6 +1,6 @@
using Unity.Entities;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
public struct ProjectileHasScoredComponent : IComponentData
{
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using Unity.Entities;
using Unity.Physics.Systems;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
[UpdateInGroup(typeof(PhysicsSystemGroup))]
[UpdateAfter(typeof(PhysicsSimulationGroup))]
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using Unity.Physics.Systems;
using UnityEngine;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
[UpdateInGroup(typeof(PhysicsSystemGroup))]
[UpdateAfter(typeof(PhysicsSimulationGroup))]
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using Unity.Physics.Systems;
using UnityEngine;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
[UpdateInGroup(typeof(PhysicsSystemGroup))]
[UpdateAfter(typeof(PhysicsSimulationGroup))]
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using Unity.Entities;

namespace RMC.Playground3D.Pong2D_Version02_DOTS
namespace RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS
{
public struct ProjectileTag : IComponentData {}
}
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{
"name": "RMC.Playground2D.Pong.Version02_DOTS.Runtime",
"name": "RMC.DOTS.Samples.Pong2D.Pong2D_Version02_DOTS.Runtime",
"rootNamespace": "",
"references": [
"GUID:8d0b5587a0a8ae741afbfe3a79c2872a",
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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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using RMC.Playground2D.Shared.UI;
using RMC.DOTS.Samples.Pong2D.Shared.UI;
using UnityEngine;

namespace RMC.Playground2D.Shared
namespace RMC.DOTS.Samples.Pong2D.Shared
{
// Namespace Properties ------------------------------

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{
"name": "RMC.Playground2D.Shared.Runtime",
"name": "RMC.DOTS.Samples.Shared2D.Runtime",
"rootNamespace": "",
"references": [
"GUID:8d0b5587a0a8ae741afbfe3a79c2872a",
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using UnityEngine.Events;
using UnityEngine.UIElements;

namespace RMC.Playground2D.Shared.UI
namespace RMC.DOTS.Samples.Pong2D.Shared.UI
{
// Namespace Properties ------------------------------
public class ConfirmUnityEvent : UnityEvent {}
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using UnityEngine.Events;
using UnityEngine.UIElements;

namespace RMC.Playground2D.Shared.UI
namespace RMC.DOTS.Samples.Pong2D.Shared.UI
{
// Namespace Properties ------------------------------

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{
"name": "RMC.Playground3D.RollABall3D_Version01_GO.Runtime",
"name": "RMC.DOTS.Samples.RollABall3D.RollABall3D_Version01_GO.Runtime",
"rootNamespace": "",
"references": [
"GUID:8d0b5587a0a8ae741afbfe3a79c2872a",
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using UnityEngine;

namespace RMC.Playground3D.RollABall3D_Version01_GO
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version01_GO
{
/// <summary>
/// The Pickup is a spinning yellow cube which the player
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using UnityEngine;
using UnityEngine.Events;

namespace RMC.Playground3D.RollABall3D_Version01_GO
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version01_GO
{
// Namespace Properties ------------------------------

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using System.Collections.Generic;
using RMC.Core.Audio;
using RMC.Playground3D.Shared;
using RMC.DOTS.Samples.RollABall3D.Shared;
using RMCDotsInputActionNamespace;
using UnityEngine;
using UnityEngine.SceneManagement;

namespace RMC.Playground3D.RollABall3D_Version01_GO
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version01_GO
{
// Namespace Properties ------------------------------

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using Unity.Mathematics;
using UnityEngine;

namespace RMC.Playground3D.RollABall3D_Version02_DOTS
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS
{
/// <summary>
/// This authoring component allows us to define the speed and direction a pickup will rotate. This script is added
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using Unity.Entities;
using Unity.Mathematics;

namespace RMC.Playground3D.RollABall3D_Version02_DOTS
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS
{
/// <summary>
/// This data component defines the speed and direction the pickups will rotate in the game world.
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using Unity.Mathematics;
using Unity.Transforms;

namespace RMC.Playground3D.RollABall3D_Version02_DOTS
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS
{
/// <summary>
/// This system schedules a job to rotate all pickups in the world
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using Unity.Entities;

namespace RMC.Playground3D.RollABall3D_Version02_DOTS
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS
{
/// <summary>
/// This component allows us to get all entities that are pickups so we can perform operations on all of them.
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using Unity.Physics.Systems;
using UnityEngine;

namespace RMC.Playground3D.RollABall3D_Version02_DOTS
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS
{
[UpdateInGroup(typeof(PhysicsSystemGroup))]
[UpdateAfter(typeof(PhysicsSimulationGroup))]
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using Unity.Entities;
using Unity.Physics.Systems;

namespace RMC.Playground3D.RollABall3D_Version02_DOTS
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS
{
[UpdateInGroup(typeof(PhysicsSystemGroup))]
[UpdateAfter(typeof(PhysicsSimulationGroup))]
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using Unity.Physics.Systems;
using UnityEngine;

namespace RMC.Playground3D.RollABall3D_Version02_DOTS
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS
{
[UpdateInGroup(typeof(PhysicsSystemGroup))]
[UpdateAfter(typeof(PhysicsSimulationGroup))]
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using Unity.Physics.Systems;
using UnityEngine;

namespace RMC.Playground3D.RollABall3D_Version02_DOTS
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS
{
[UpdateInGroup(typeof(PhysicsSystemGroup))]
[UpdateAfter(typeof(PhysicsSimulationGroup))]
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@@ -1,6 +1,6 @@
using Unity.Entities;

namespace RMC.Playground3D.RollABall3D_Version02_DOTS
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS
{
/// <summary>
/// This component gets added to a pickup if it has been picked up this frame. An entity with this component will
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using Unity.Entities;
using UnityEngine;

namespace RMC.Playground3D.RollABall3D_Version02_DOTS
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS
{
/// <summary>
/// This authoring component gets added to the player GameObject in the Roll A Ball sub scene.
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using Unity.Entities;

namespace RMC.Playground3D.RollABall3D_Version02_DOTS
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS
{
/// <summary>
/// This component defines the strength of force that is applied to the player when moving through the world
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using Unity.Physics.Extensions;
using Unity.Physics.Systems;

namespace RMC.Playground3D.RollABall3D_Version02_DOTS
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS
{
/// <summary>
/// This system moves the player in 3D space.
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using Unity.Entities;

namespace RMC.Playground3D.RollABall3D_Version02_DOTS
namespace RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS
{
// This tag component allows us to easily get a reference to our player as we can query for the entity with this tag
public struct PlayerTag : IComponentData {}
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{
"name": "RMC.Playground3D.RollABall3D_Version02_DOTS.Runtime",
"name": "RMC.DOTS.Samples.RollABall3D.RollABall3D_Version02_DOTS.Runtime",
"rootNamespace": "",
"references": [
"GUID:8d0b5587a0a8ae741afbfe3a79c2872a",
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