using System.Collections; using System.Collections.Generic; using Unity.Entities; using Unity.Transforms; using UnityEngine; using ZXing.QrCode.Internal; namespace BITKit { public interface ICovertToEntity { void CovertToEntity(EntityManager entityManager,Entity entity); } public class CovertToEntity : MonoBehaviour { private void Start() { var _transform = this.transform; if (Time.time is not 0) return; var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager; var entity = entityManager.CreateEntity(); foreach (var x in GetComponentsInChildren()) { x.CovertToEntity(entityManager,entity); } entityManager.AddComponentData(entity, new LocalTransform() { Position = _transform.position, Rotation = _transform.rotation, }); Destroy(gameObject); } } }