Unity DOTS中创建一个AssetBundle并将其用作Entity
-  创建一个新的Unity项目,并确保已启用DOTS功能。 
-  创建一个AssetBundle,可以通过在Project视图中右键单击文件夹并选择“Create > AssetBundle”来创建。 
-  将您想要转换为Entity的资源(例如模型、纹理等)拖放到AssetBundle中。 
-  创建一个新的C#脚本,用于加载AssetBundle并将其转换为Entity。以下是一个示例代码: 
System间的数
using Unity.Entities;
 using Unity.Transforms;
 using Unity.Rendering;
 using UnityEngine;
 using Unity.Mathematics;
public class AssetBundleToEntity : MonoBehaviour
 {
     public GameObject prefab;
     public Material material;
    void Start()
     {
         var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
var entityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(prefab, World.Active);
Entity entity = entityManager.Instantiate(entityPrefab);
entityManager.AddComponentData(entity, new Translation { Value = new float3(0, 0, 0) });
        entityManager.AddSharedComponentData(entity, new RenderMesh
         {
             material = material,
             mesh = entityManager.GetSharedComponentData<RenderMesh>(entityPrefab).mesh
         });
     }
 }
据传递
动态加载代码
using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine;
 using Unity.Entities;
 using Unity.Transforms;
 using Unity.Rendering;
 using Unity.Mathematics;
public class DynamicAssetBundleLoading : MonoBehaviour
 {
     public string assetBundlePath;
     public string assetName;
     public Material material;
    IEnumerator Start()
     {
         AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(assetBundlePath);
         yield return request;
AssetBundle assetBundle = request.assetBundle;
        AssetBundleRequest assetRequest = assetBundle.LoadAssetAsync<GameObject>(assetName);
         yield return assetRequest;
GameObject prefab = assetRequest.asset as GameObject;
var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
var entityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(prefab, World.Active);
Entity entity = entityManager.Instantiate(entityPrefab);
entityManager.AddComponentData(entity, new Translation { Value = new float3(0, 0, 0) });
        entityManager.AddSharedComponentData(entity, new RenderMesh
         {
             material = material,
             mesh = entityManager.GetSharedComponentData<RenderMesh>(entityPrefab).mesh
         });
        assetBundle.Unload(false);
     }
 }
释放Entity
using Unity.Entities;
 using Unity.Transforms;
 using Unity.Rendering;
 using UnityEngine;
public class ReleaseEntity : MonoBehaviour
 {
     EntityManager entityManager;
    void Start()
     {
         entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
        // 创建Entity
         Entity entity = entityManager.CreateEntity();
        // 添加组件数据
         entityManager.AddComponentData(entity, new Translation { Value = new float3(0, 0, 0) });
        // 添加SharedComponent数据
         entityManager.AddSharedComponentData(entity, new RenderMesh
         {
             material = GetComponent<Renderer>().material,
             mesh = GetComponent<MeshFilter>().sharedMesh
         });
     }
    void OnDestroy()
     {
         // 释放Entity
         entityManager.DestroyEntity(entity);
        // 释放相关的GameObject和AssetBundle引用
         Destroy(gameObject);
         Resources.UnloadUnusedAssets();
     }
 }
System以MonoBehaviour数据事件通知
在Unity的Data-Oriented Technology Stack (DOTS)中,如果您希望在ECS系统中的Job执行完毕后通知MonoBehaviour或外部代码,可以使用Unity的Events系统或自定义事件系统来实现通信。以下是一种常见的方法:
- 使用Unity的Events系统: 
  - 在MonoBehaviour中定义一个事件,当事件被触发时通知外部代码。
- 在ECS系统中,创建一个System,在System中检查Job是否执行完毕,并在适当的时机触发MonoBehaviour中定义的事件。
-  using Unity.Entities; 
 using UnityEngine;
 using UnityEngine.Events;public class JobCompletedEvent : MonoBehaviour 
 {
 public UnityEvent onJobCompleted;public void TriggerJobCompletedEvent() 
 {
 onJobCompleted.Invoke();
 }
 }public class JobCompletionSystem : ComponentSystem 
 {
 protected override void OnUpdate()
 {
 // 检查Job是否执行完毕
 if (jobCompleted)
 {
 // 获取JobCompletedEvent组件
 JobCompletedEvent jobCompletedEvent = FindObjectOfType<JobCompletedEvent>();// 触发事件通知外部代码 
 jobCompletedEvent?.TriggerJobCompletedEvent();
 }
 }
 }
- 自定义事件系统: 
    - 创建一个自定义的事件系统,允许ECS系统和MonoBehaviour之间进行通信。
- 在ECS系统中,触发自定义事件来通知MonoBehaviour或外部代码。
-  using Unity.Entities; 
 using UnityEngine;public class CustomEventSystem : ComponentSystem 
 {
 public delegate void JobCompletedEventHandler();
 public static event JobCompletedEventHandler OnJobCompleted;protected override void OnUpdate() 
 {
 // 检查Job是否执行完毕
 if (jobCompleted)
 {
 // 触发自定义事件通知外部代码
 OnJobCompleted?.Invoke();
 }
 }
 }
 
 
-  IBufferElementData要将DynamicBuffer与Entity关联,我们只需要定义需要的IBufferElementData,而不是DynamicBuffer本身,使用GenerateAuthoringComponent属性会自动帮我们生成DynamicBuffer并添加到Entity上,这里需要注意一下,下面定义一个简单的IBufferElementData看一下吧: 
-  using Unity.Entities; [GenerateAuthoringComponent] public struct IntBufferElement : IBufferElementData { public int Value; }
添加与释放
EntityManager.AddComponent<IntBufferElement>(yourEntity);
EntityManager.RemoveComponent<IntBufferElement>(yourEntity);









