Beispiel #1
0
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        JobHandle jobHandle = new CollisionEventImpulseJob {
            DropletGroup = GetComponentDataFromEntity <DropletData>(),
            VirusGroup   = GetComponentDataFromEntity <VirusData>()
        }.Schedule(stepPhysicsWorld.Simulation, ref buildPhysicsWorld.PhysicsWorld, inputDeps);

        jobHandle.Complete();

        return(jobHandle);
    }
Beispiel #2
0
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        JobHandle jobHandle = new CollisionEventImpulseJob
        {
            ColliderEventImpulseGroup = GetComponentDataFromEntity <CollisionEventImpulse>(true),
            PhysicsVelocityGroup      = GetComponentDataFromEntity <PhysicsVelocity>(),
        }.Schedule(m_StepPhysicsWorldSystem.Simulation,
                   ref m_BuildPhysicsWorldSystem.PhysicsWorld, inputDeps);

        return(jobHandle);
    }
Beispiel #3
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    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        JobHandle jobHandle = new CollisionEventImpulseJob
        {
            projectileGroup = GetComponentDataFromEntity <LifetimeData>(),
            enemyGroup      = GetComponentDataFromEntity <EnemyData>()
        }.Schedule(m_StepPhysicsWorldSystem.Simulation, ref m_BuildPhysicsWorldSystem.PhysicsWorld, inputDeps);

        jobHandle.Complete();

        return(jobHandle);
    }
        protected override JobHandle OnUpdate(JobHandle inputDeps)
        {
            JobHandle jobHandle = new CollisionEventImpulseJob
            {
                BulletGroup   = GetComponentDataFromEntity <BulletData>(),
                AsteroidGroup = GetComponentDataFromEntity <AsteroidData>(),
            }.Schedule(stepPhysicsWorldSystem.Simulation,
                       ref buildPhysicsWorldSystem.PhysicsWorld, inputDeps);

            jobHandle.Complete();
            return(jobHandle);
        }
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var collision = new CollisionEventImpulseJob(bulletGroup: GetComponentDataFromEntity <BulletData>(),
                                                     targetGroup: GetComponentDataFromEntity <LifeData>());

        JobHandle jobHandle = collision.Schedule(simulation: stepPhysicsWorld.Simulation,
                                                 world: ref buildPhysicsWorld.PhysicsWorld,
                                                 inputDeps: inputDeps);

        jobHandle.Complete();
        return(jobHandle);
    }
Beispiel #6
0
    protected override void OnUpdate()
    {
        if (m_ImpulseGroup.CalculateEntityCount() == 0)
        {
            return;
        }

        Dependency = new CollisionEventImpulseJob
        {
            ColliderEventImpulseGroup = GetComponentDataFromEntity <CollisionEventImpulse>(true),
            PhysicsVelocityGroup      = GetComponentDataFromEntity <PhysicsVelocity>(),
        }.Schedule(m_StepPhysicsWorldSystem.Simulation, Dependency);
    }
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        JobHandle jobHandle = new CollisionEventImpulseJob
        {
            ProjectileDamageGroup = GetComponentDataFromEntity <ProjectileDamageComponent>(),
            PhysicsVelocityGroup  = GetComponentDataFromEntity <PhysicsVelocity>(),
            TankHealthGroup       = GetComponentDataFromEntity <TankHealthComponent>(),
            Tank1CollisionGroup   = GetComponentDataFromEntity <Tank1>(),
            Tank2CollisionGroup   = GetComponentDataFromEntity <Tank2>(),
        }.Schedule(m_StepPhysicsWorldSystem.Simulation,
                   ref m_BuildPhysicsWorldSystem.PhysicsWorld, inputDeps);

        return(jobHandle);
    }