protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        DamageCollisionJob damageCollisionJob = new DamageCollisionJob
        {
            damageGroup     = GetBufferFromEntity <Damage>(false),
            dealDamageGroup = GetComponentDataFromEntity <DealDamage>(true)
        };
        JobHandle jobHandle = damageCollisionJob.Schedule(stepPhysicsWorld.Simulation, ref buildPhysicsWorld.PhysicsWorld, inputDeps);

        jobHandle.Complete();
        return(inputDeps);
    }
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var damageCollisionjob = new DamageCollisionJob
        {
            damageGroup      = GetBufferFromEntity <Damage>(),
            dealDamageGroup  = GetComponentDataFromEntity <DealsDamage>(true),
            fmodGroup        = GetComponentDataFromEntity <EnemyFMODPaths>(true),
            translationGroup = GetComponentDataFromEntity <Translation>(true)
        };

        damageCollisionjob.Schedule(_stepPhysicsWorld.Simulation, ref _buildPhysicsWorld.PhysicsWorld, inputDeps).Complete();

        return(inputDeps);
    }
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var damageCollisionjob = new DamageCollisionJob
        {
            damageGroup = GetBufferFromEntity <Damage>(),
            aiDataGroup = GetComponentDataFromEntity <AIData>(),
            trapGroup   = GetComponentDataFromEntity <TrapComponent>()
        };

        damageCollisionjob.Schedule(_stepPhysicsWorld.Simulation, ref _buildPhysicsWorld.PhysicsWorld, inputDeps)
        .Complete();

        return(inputDeps);
    }