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Question by Nynex96 · Jan 31, 2020 at 06:34 AM · c#dotsscope

ECS How can I pass a variable into rendermesh closure?

I've been following a couple videos, one on procedural generation and another on the ecs system. I've got pretty much everything figured out in this test but when I set the shared component data rendermesh the variable I try to pass only returns as the last value that was set. Similar to a lambda expression.

This is the code and below I'll go more into depth on where the problem exactly is.

 var rnd = new Unity.Mathematics.Random((uint)System.DateTime.UtcNow.Ticks);
 
         // Creating Randomness.
         float[,] noiseMap = Noise.GenerateNoiseMap(mapSize.x, mapSize.y, seed, noiseScale, octaves, persistence, lacunarity, offset);
         System.Random prng = new System.Random(seed);
         
         // Looping over entities
         for (int x = 0; x < mapSize.x; x++)
         {
             for(int y = 0; y < mapSize.y; y++)
             {
                 float tileHeight = noiseMap[x, y];
                 TerrainType tileTerrain;
                 for (int i = 0; i < regions.Length; i++)
                 {
                     if (tileHeight <= regions[i].terrainHeight)
                     {
                         Vector2 tilePosition = CoordToPosition(x, y);
                         float evaluatedHeight = tileHeightCurve.Evaluate(tileHeight) * 10;
                         int z = 0;
                         for (z = 0; z < Mathf.FloorToInt(evaluatedHeight); z++)
                         {
                             var spriteEntity = spriteEntities[x * mapSize.y + y];
                             
                             // Assigning values to the renderer.
                             entityManager.SetSharedComponentData(spriteEntity, new RenderMesh { mesh = spriteMesh, material = spriteMaterials[regions[i].spriteListIndex] });
 
                             
                             // Assigning random position.
                             entityManager.SetComponentData(spriteEntity, new Translation { Value = new float3(tilePosition.x, tilePosition.y + (heightMultiplier * (z-1)), 0) });
                         }
                     }
                 }
             }
             
         }

The following line

 entityManager.SetSharedComponentData(spriteEntity, new RenderMesh { mesh = spriteMesh, material = spriteMaterials[regions[i].spriteListIndex] });

Since the RenderMesh values are enclosed I don't know how to pass the updated spriteListIndex for that variable.

When the line is changed to the following

 entityManager.SetSharedComponentData(spriteEntity, new RenderMesh { mesh = spriteMesh, material = spriteMaterials[rnd.NextInt(spriteMaterials.Count)] }); 

This actually loads additional materials although they are random and not desired this still confuses me. Here are two screenshots, second image is the random sprite example. https://gyazo.com/3c62e608c22373d4cfe74650593d2eb2 https://gyazo.com/be744c12606424811a0f8097cdc807c8 Any explanation or assistance would be greatly appreciated.

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