using Unity.Entities; using Unity.Mathematics; using Unity.Transforms; namespace Tiny2D { public class RotationSystem : SystemBase { protected override void OnUpdate() { var deltaTime = Time.DeltaTime; Entities.ForEach(( Entity e, ref Rotation rotation, in RotationSpeed rotationSpeed) => { var rotationAmount = quaternion.RotateZ(rotationSpeed.Value * deltaTime); rotation.Value = math.mul(rotation.Value, rotationAmount); }).ScheduleParallel(); } } }