not sure what you want to achieve but if you need to get all components on a given entity
public class GetChunks : ComponentSystem{
[Inject] private EndFrameBarrier _barrier;
private ComponentGroup _query;
protected override void OnCreateManager(){
_query = GetComponentGroup(ComponentType.Create<B>());
}
protected override void OnUpdate(){
var chunks = _query.CreateArchetypeChunkArray( Allocator.TempJob ); // get chunks
if (chunks.Length == 0){ chunks.Dispose(); return; } // do nothing if no chunks found
var entityChunkType = GetArchetypeChunkEntityType();
foreach( var chunk in chunks ){ // for each chunk
var archetype = chunk.Archetype;
ComponentType[] types = archetype.ComponentTypes;
for( int j = 0; j < types.Length; j++ ){// list chunk component types
Debug.Log( types[j] );
}
var entities = chunk.GetNativeArray (entityChunkType);
for( int i = 0; i < entities.Length; i++ ){ // serialize entityes with all components to json
var entity = entities[i];
var container = new EntityContainer(EntityManager, entity);
Debug.Log( JsonSerializer.Serialize(ref container) );
}
}
chunks.Dispose(); // dealocate native container
}
}
here is my very old post on this topic