using Unity.Burst; using Unity.Collections; using Unity.Entities; using Unity.Transforms; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// namespace Rukhanka.Hybrid { public partial class SkinnedMeshConversionSystem { //=================================================================================================================// [BurstCompile] [WithOptions(EntityQueryOptions.IncludePrefab)] partial struct ActualizeSkinnedMeshDataJob: IJobEntity { [ReadOnly] public ComponentLookup animEntityRefLookup; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Execute(Entity e, ref SkinnedMeshRendererComponent asmc, in SkinnedMeshRendererRootBoneEntity rbe, in LocalTransform lt) { if (animEntityRefLookup.HasComponent(rbe.value)) { var are = animEntityRefLookup[rbe.value]; asmc.rootBoneIndexInRig = are.boneIndexInAnimationRig; } } } } }