Struct CopyInputToCommandBuffer<TInputBufferData, TInputComponentData>
For internal use only, helper struct that should be used to implement systems that copy the content of an
IInput
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
[Obsolete("CopyInputToCommandBuffer has been deprecated. There is no replacement, being the method meant to be used only by code-generated systems.", false)]
public struct CopyInputToCommandBuffer<TInputBufferData, TInputComponentData> where TInputBufferData : unmanaged, IInputBufferData where TInputComponentData : unmanaged, IInputComponentData
Type Parameters
Name | Description |
---|---|
TInputBufferData | input buffer data |
TInputComponentData | Input component data |
Methods
Create(ref SystemState)
Creates the internal component type handles, register to system state the component queries.
Very important, add an implicity constraint for running the parent system only when the client
is connected to the server, by requiring at least one connection with a Network
Declaration
public EntityQuery Create(ref SystemState state)
Parameters
Type | Name | Description |
---|---|---|
System |
state |
Returns
Type | Description |
---|---|
Entity |
Query for component type handles |
Remarks
Should be called inside your the system OnCreate method.
InitJobData(ref SystemState)
Initialize the CopyInputToCommandBuffer by updating all the component type handles and create a
a new Copy
Declaration
public CopyInputToCommandBuffer<TInputBufferData, TInputComponentData>.CopyInputToBufferJob InitJobData(ref SystemState state)
Parameters
Type | Name | Description |
---|---|---|
System |
state |
Returns
Type | Description |
---|---|
Copy |
a new Copy |