using Unity.Entities;
namespace TinyKitchen
{
///
/// Display Arrow according to the game state
///
public class DisplayArrow : SystemBase
{
protected override void OnUpdate()
{
var game = GetSingleton();
if (game.gameState == GameState.Flying)
{
// Hide arrows
Entities.ForEach((ref Entity entity, in ArrowComponent arrow) =>
{
EntityManager.AddComponent(entity);
}).WithoutBurst().WithStructuralChanges().Run();
}
if (game.gameState == GameState.Idle)
{
// Show arrows
Entities.ForEach((ref Entity entity, in ArrowComponent arrow, in Disabled disabled) =>
{
EntityManager.RemoveComponent(entity);
}).WithoutBurst().WithStructuralChanges().Run();
}
}
}
}